Sorry for the tangent, but, I feel like this isn't functionally the whole story... as long as healing checks are high and frequent enough AND there's the occasional disproportionately valuable downtime skill to make room for.
In those situations, you can have enough to live through A, but not yet through B or C (which will hit shortly thereafter)" such that you have...
- enough to make B and C salvageable without using emergency resources,
- B and C meetable without having to use greater expense (tapping significantly into MP),
- B and C meetable without losing disproportionate offensive opportunity (delaying a CD, rather than just losing a filler),
- or B and C meetable without losing ANY damage,
- B meetable without losing any damage, but C only meetable thereafter only if you then spend emergency resource, more MP than is sustainable (if this were done often), or offensive opportunities,
- etc., etc.
But, to actually feel like any of those things matter... you really want some somewhat frequent rewarded offensive GCDs to make room for (ideal), flexible emergency tools (non-rigid CDs), MP to be an actual mechanic, and for healer maximum damage to be, well, significant. I.e., it needs a better context than we have right now to really give that its full due.
To be fair, unless you've specifically nerfed WHM's existing offensive tools, nerfed WHM's free healing to below excessive levels without compensation, AND/OR your WHM suggestions somehow also successfully demanded buffs to all content (making it harder) from the devs... your additions cannot make meeting the rDPS requirements of content any harder than they are now -- literally only easier. /shrug
Healers are currently the most frequently disposable of any role, so, if there were any role to ever have an excuse to just inadvertently get pure buffs in the pursuit of making them less boring, it'd be healers.