So you've been playing for a while. Ok, I was wrong about that and maybe I overreacted in my answer. Surely you can see why, when after I make an effort to explain myself I'm met with a "lol, credibility" response. I must confess, however, I don't know if you saying you've been playing since coil ultimately goes in your favor or not. You tell me not to look at a "third party site" but that contains a visual for how people interact with the game, wether you like it or not. And that is true for you as well, no matter how long you've played.
Regardless, none of the actual responses you gave are very strong.
1) Certainly you read the rules for the decisions I made. They were the premise of the post. That in itself should tell you why removing Protraction is not the same as removing Miasma, Miasma II and Shadowflare. Fun, usefulness, prevention of button bloat. Protraction achieves none of these, as its impact in gameplay is minimal at best. Miasma, Miasma II — with a 2.5s Broil — and Shadowflare on the other hand make downtime less repetitive. If you cannot see this, I have no other way of explaining it.
Besides, it's not like I have anything particular against Protraction, other than finding it "meh". The main reason for removing, other than its lack of weight, was to assure Scholar would still have an OK number of buttons for controller players (I play on M&KB, but still it was a concern of mine).
2) It's not just "adding a bunch of DoTs". If it's true you've been around since ARR, you certainly know how Scholar used to be played in Stormblood. I could link yo to videos, both from a "hardcore" Raid environment and a "casual" Dungeon environment. You can watch them and tell me if Stormblood Scholar ever looked "spammy". Again, the answer is no, especially if compared to what it is now. I wish I had access to old Stormblood logs to show you how much lower the % of Broil was and, incidentally, how much higher the % of Succor was, since you had less healing tools — on average, not talking about parsers. If this does not break the monotony, alongside more careful planning of Aetherflow due to Quickened Aetherflow, what will?
Furthermore, two issues: a) add more to do or more complex interactions, and people will complain healers are "too hard" — I wanted to avoid that; b) rule 4 states, in the name of realism, I can propose only changes that don't change the traditional FFXIV formula too much — this is not a SCH theorycraft thread per se, even if I've left a little section at the end for that;
3) MP economy is a non issue? True and not true, especially as it's dependent on the Content you play and the people you play with.
But aside from that, for the first time in my playtime, this Tier I've used 0 Piety full SpS on my healers. I had 0 trouble with AST even when things were bad, but I assure you Scholar can get scary. Sure, that's an extreme example and not everyone will run that. But consider this: according to my Spell list, you have to use Miasma II — which I've set at 1000MP cost — whenever you have to weave anything, unless you want to lose a lot of DPS with Ruin II. That's a lot of MP over the course of, say, 8 minutes. I assure, again, if you consider how often Miasma II would be used, that MP economy would not be so irrelevant and the 500MP from Energy Drain would become meaningful. Besides, what about prog? What about post-death recovery? It's not like you'll always play in a vacuum of perfection and you might need the extra MP.
4) You can argue wether or not Expedient was "too strong" in its original form. It couldn't really make you cheese a mechanic, unlike hyper-shields and mitigations can — both of which Holos can provide. Expedient might make certain things comfy, but it's not gonna break the game. Otherwise we should immediately remove En Avant, Icarus and all gap-closers in general!
Also, can we stop saying "you removing Expedient" etc.? Even if the button is removed, both of its effects are still there, except they are not at odds with each other — why do you find a reason to complain about that?
5) I don't see how this version fo Scholar is "less flexible". On the contrary, I've strived to remove the contradictions between its kit to allow more freedom of use. Could you point out what exactly feels less flexible? Also, let not be disingenuous: Bard is a DPS Job, so I don't think it's bad for its players to expect interaction in its DPS kit — cause... you know... that's its Role. Not like a Bard has 12 mitigation/healing cooldowns to map during a fight.
As an addendum, which I wish you would make an effort to understand:
When I wrote down the list of Spells and Abilities, I had in mind all levels of Scholar players, that they could enjoy the Job to its fullest despite their competence. Beginners would be glad not to see their hotbars empty when they unlock the Job at Lvl. 30; casual players can still go about playing the Job however they like and will still clear the content they interact with; normal players might find some extra enjoyment when trying to push themselves a little bit; good players might find they are not so bored when they run the same fight for the 200th time. I've thought about controller players and KB&M players. Would you tell me how that dissatisfies you? Did you, in your answers, try to follow the rulesI set out at the start? Or, if you think they are bad rules, would you tell me which and why?