Regarding that statement of "players only stay with a game if it hooks them emotionally" if you are going to apply that specifically to job and/or encounter design I don't see how you can or should treater all players as a monolithic block.
There are players that stay in this game because of glamour, or because of RPG, and that pass the entirety of their game in Limsa or in clubs. Some of these players are are likely very invested in their character's lore and how it looks, possibly their animations but not its progression or skill floor/ceiling.
Finally, can anyone point me to the source of those people who are actually asking for complex DPS skills for healers? I still haven't seen it..ever.
Let's compare this to savage or ultimate raider. What's the emotional hook there? It is far more likely to be the job optimization, the sense of achievement when they complete a difficult duty in most efficient way possible synchronizing their skills with their party.