Bringing back this thread for another of my (very likely terrible) ideas.

Main points
- All GCD heals are now free
- All OGCD heals now cost MP
- Healers can no longer autoattack
- Healers now siphon 500 MP every 3 seconds when they're not casting
- More damage spells are added with different effects and MP costs

All OGCDs now costing MP means the benefits are now power, movement or utility. If you mismanage and fall behind on MP, you have the option to fall back to the MP-free GCD heals, this means the newer healers aren't left behind while giving more experienced healers something to think about and optimise. Every heal also now only grants the additional effect when HP is actually healed, so Lustrate will only grant fairy gauge if HP is healed and Afflatus Rapture only grants a charge to the blood lily if HP is healed and so on, this means people can't just throw them away and get the benefit from it still. If a less experienced player runs low on MP or an experienced player makes a mistake and runs low on MP, they have the option to just cast nothing and gain MP back, this is a failstate if MP isn't balanced properly, you can still fulfill your primary purpose of healing while in this failstate because GCD healing is free, but you won't be able to do any damage or OGCDs.

Damage spells added in will interact with the healing kit, such as buffing your OGCD heals. Buffs can range from refunding the MP cost to increasing potency to other effects. Damage spells will all cost MP, the greater the effect, the greater the MP cost will be. Damage optimisation will involve using GCD heals to conserve MP where possible while also using OGCDs where it's the most impactful, because you don't want to spam OGCDs since it now shares a resource cost with your damage spells.

The purpose of this is to try and satisfy both sides of the argument. The side who only enjoys healing will be allowed to do so, they can engage with the MP juggling with their OGCD play while spamming the cheapest nuke, much like the playstyle we have right now. The side who enjoys the balancing act will have more engagement by juggling damage spell costs with OGCD costs with the threat of entering a failstate where they can't do either things.