I don't recall asking for any amount of reworking to AST. I remember asking 'if one healer has to get zero additional damage buttons, what if it was AST, since it's always had comparatively less even in SB, so as to allow more mental load to be dedicated to the cards'. This aligns with what SE tends to do, which is to 'increase healer job complexity' (debatable) by adding new healing or mitigation tools. So, I was trying to work out whether your '4 Healers' thingy was actually about the damage rotations as you say, or if it was just 'complexity' in general. Because AST is currently the (arguably) most complex of the four, while leaving it exactly as it is would theoretically meet the requirements of your model (if it were only about damage), I would assume that taking that path is not actually what you're after with your model. Which, given your reaction to what I posted was to mockup a design to turn each AST ability into a WHM copypaste, seems to track
The '4 Healers' model has nothing to do with keeping one healer as it is for the people who enjoy the current gameplay style. It's about keeping one specific healer the same, by the looks of it, said specific healer to be chosen at the discretion of the person pitching the model. If it were about 'keep one healer (any one of the four) the same', AST being kept the same fulfills that. If it were about 'keep one healer (any one of the four) having the same damage button rotation', SGE gaining complexity via making it's 'healing via doing damage' identity more of a focus of it's gameplay, would fulfill that. But these do not count. Instead, every example you've given of what would fulfill the conditions of this model, is either that WHM stays the same, or that whatever job that takes WHM's place to spare it from the sacrificial altar for one more day, becomes eerily WHM-esque in how it's skills operate
Damn I forgot Enochian exists. So then, the 310 of Fire 4 is not actually effectively 558 as I thought (which is already a silly high number), but 686? No wonder there's so much optimization room regarding Thunder refresh timings and the like, when stuff all has different percentages applied to modify the 'effective potency'