I'm just gonna summarize my desires for the healers, and people can decide if they pass into 'whoa nelly that's too complicated sounding for me' or not for themselves
WHM
Dia rescaled to 12s, 150p plus 70 per tick, 430 total
Water/Banish as 15s CD GCD, is about 40p more than current Stone/Glare (in current game, it'd be 350p)
A new gauge that builds by using GCD damage or heals (not Lilies), spend 50 on new skill on next line
New heal AOE I've been calling Blessing of the Elementals, 500p AOE heal, can call it Cure 4 if you prefer
Quake Tornado and Flood, replacing Glare Dia and Banish for one cast of each (like Fell Cleave > Inner Chaos) after casting BOTE/Cure4. Functions as damage refund for the heal
In total, two new buttons, and one's a heal
SCH
Assuming Broil 5 is 300p:
Bio: 350p over 30s
Miasma: 240p over 24s, plus 100p on cast (total 340)
Shadowflare: 100p AOE centered on enemy, plus drops a puddle there which deals 250p over 15s (total 350). Thanks to this puddle, this also makes this move worth using in AOE
Energy Drain: Still exists I guess but knowing SE it's nerfed to 50p
AST
Major and Minor cards now auto-draw when they're ready. You can hold up to two of each (to prevent overcap issues). Major once per minute, Minor once per 15s.
Cards now have unique effects, all dealing damage balanced against each other properly, with the 'utility' being a nice bonus on top. I had balanced them all such that in current BIS they'd all provide roughly 30000 damage to the raid.
Using the cards is no longer about physical vs magical, but instead based on roles, eg Balance is flat damage % best used on DPS, Ewer gives MP restore and if used on a healer it allows that healer to doublestrike with their spells for X casts, Bole reflects damage and provides mit so best used on a Tank, etc
Minor Arcana now draws from the full deck of sixty, and each card deals a total of 300p via it's effect (Malefic is 250), plus a tiny bonus based on the card's face value (scaling from 5-45 bonus potency)
SGE
Hilariously, the 'most thought out' idea I had for SGE doesn't even really see it getting more damage buttons, instead focusing on realizing the 'damage>healing' identity of the class, and making it's gameplay be all about 'augmenting' your Kardia heals in various ways to reduce GCD healing required. Addersting got changed to a 0-100 bar, spending Augment stacks generates Addersting, Toxicon buffs your next 4 attacks by a potency value equal to the Addersting Gauge's value at the time
Guess I was partaking in the '4 healer model' without realizing it? JK, SGE'd also be gaining in complexity, just that it's complexity would come from it's 'optimal healing' being more technical to master and execute
I can agree that my idea for AST is more complex than SMN at least, given that you'd have to memorize what the cards do, but I just don't see how the WHM would be...