2: Tanks can clear dungeons by just spamming, eg, Total Eclipse, or Overpower to keep aggro. They do not need to do more than that, no need for Confiteor or Primal Rend or Fated Circles. But they do have those buttons to use, if they want to engage with that complexity. This 'optional complexity' allows for a more skilled player, to have more to do during the dungeon run. It might not be enough to fully satisfy their attention, but it's better than denying them the option to use those moves entirely, and forcing them to use just Total Eclipse/Overpower, as we are with AOW/Holy/the other two.
3: How small is 'small'? Name your number. Assuming you're on about singletarget damage against a boss, the only time where 'you did not have enough damage' is an issue (thanks to enrage timers), how small a gain per minute for doing 'full optimization' compared to 'spam Glare, refresh Dia' are you looking for? I've had 160p per minute shot down so I assume it's lower than that. What about if Glare4 is 320 next expansion, and Banish were 330? 325? What about if it were also 320, and the 'gain' is just that it gives more resource than Glare does? At what magical number does a design suddenly cross from 'unacceptable, people will cause enrage wipes CONSTANTLY' to 'actually this is fine =)', because I think it's pretty silly to think that, eg, a difference of 100p per minute will not cause issues, but 110p is suddenly the end of the world
4: A 'complete rework' of the way healing works in this game is just not feasible to expect from a devtime perspective. SE is a company that wants to make money, and as such it's much more likely they'll try to ducttape the current paradigm into 'functional status' for several years before admitting it's screwed and needs replacing outright. As such, when I posted my posts a year ago, I did it from this perspective: that SE is not going to be changing how the healing side of healers work much, if at all. That SE would rather take an 'easy way out' to the problem of 'satisfy veteran healers', as long as said 'out' does not also come at the harm of casual players getting into healing. That SE would want to spend as little effort and dev time on the 'rework' as possible, resulting in a preference towards solutions that make use of existing assets, such as bringing back old abilities, tuning potencies, non-intrusive changes like that, that do not require, eg, rebalancing old raid content to make sure it's still clearable after said rework.
If I wanted to suggest what I want, as a 'pie in the sky, anything goes' post, I'd have done so. Instead, I took a realist approach and went with, not 100% 'what I want', but 'what I believe is feasible for SE to deliver, with the above criteria in mind'.
5: Good thing I've seen like... zero people asking for WHM to go back to SB's design, exactly as it was in SB, and several saying 'what if WHM was designed like SB, and they applied the SHB Lily fix to it without removing Aero 3/longstretching Aero2's duration', then isn't it? SB WHM was indeed bad, as a full package. Lilies sucked, generating them sucked, having no agency over what they were spent on sucked, the effect for spending them sucked. But there were some good things about the class too that got lost in the transition to SHB. Like being able to DOT everything in a pull with Aero 3. Not just 'boo hoo Aero 3 is gone I am sad', but surely you've noticed that Holy is a 4s duration for it's first stun? So, if you cast another Holy 2.5s later, next GCD, the 1.5s that is left is replaced by a 2s duration stun, effectively extending it by 0.5s. In SB, however, you could Holy, A3 to fill for one GCD, Holy spam, and get the benefit of that 1.5s stun that you currently lose, while also DOTing everything up for more pack-melting power. Now we have to do it with Misery and I'm not a fan of burning healing resources without healing to use them on, so I don't prep Misery in trash unless the healing is actually getting used for something (in self-heal-tankWalker design, that's unlikely)
6: Isn't this... arguing that 'more healing required' is not a good idea? Or at least, one of the possible ways to implement 'more healing required'? Your stance is hard to get a handle on. You don't want sudden spiky damage on random people because it's hard to react to (true, which is why GCDlocking all the OGCDs seems really silly to me), you don't want 'raidwides we have now, but more often' because you've previously said you did not like Barb EX's damage profile. So, you want 'raidwides hit as often as now, but harder', which is the Abyssos solution (and caused the Abyssos issue), you want 'raidwides are more unpredictable so we have to react to them', which possibly has the WOTLK-Cata spiky issue if the tuning's bad, or something else? I know you're on record with Barb EX, but ignore the EX part. If we think about the hectic phase of the fight, and think not about what the 'damage taken' numbers say, but just how often 'a number' appears, would that not be better for something like EX roulette bosses? For example, if every time the thunder tiger in Aetherfont set down thunder lines by jumping or spinning, he also did proximity damage, the 'speed of damage instances' the players take would be higher. But that doesn't require that the players take obscene amounts of damage. Again, it comes down to how much damage in this game is 'avoidable' by not standing in the AOEs. They could have made the thunder guy's lightning webs deal 10k for being in the 'safe spot' and 40k damage plus a vuln for standing in the lightning tendrils, for example. The fact we can 'all or nothing' some damage, and take literally zero damage by just not standing on the bad things, is part of what makes it hard to decide 'how much healing should the game demand of the player'. Because some parties will dodge everything and some will dodge nothing at all
7: I don't think healing needs a 'total rework', just 'a fresh insight into how the healers interact with the game content', like, maybe a new addition to the job design team wouldn't go amiss. None of my job 'reworks' would I consider a 'total rework', like what I listed for WHM or SCH is going to be far far less than what SE's going to do to AST's poor corpse in 7.0. I'd call them just 'reworks', not 'total'. No, the only thing I'd consider a 'total rework', 'total overhaul' whatever, that I've ever posted, is that I want the Pure/Barrier split dead and buried. I guess if you include the parts of the job pitches that relate to that (eg, WHM getting shielding Lily spenders), then I can see why it'd be viewed as 'total rework' territory. But I don't expect SE to accept that their 'split the healers into two categories on the PF list, without designing their kits to reflect the split whatsoever' idea was garbage for another 2 years at least, same as the 2min meta. So, the 'WHM rework' is the heal, the Banish button and the Dia rescale. The Lily spenders and 'lower level versions of stuff for making levelling feel less empty' would be nice to have, but ultimately not a 'hard requirement' for the pitch