The reason I (probably others) have any disagreement at all with certain proposed methods of solving the issues the role faces is a combination of futureproofing-ness and of devtime. That is, how much extra effort does the devteam have to put in to do that solution, and how long will the solution last? For raising the healing required, I think it'd take a lot more effort to do, probably screws up a lot more old content (eg old ultimates, min ilvl etc) than other proposals, and worst of all, it's very possible that we'd outgear the solution's 'increase' and we'd be back where we are now. If SE can find a way to, for example, increase healing required of me such that I'm kept sufficiently busy, in all levels of content, while simultaneously not causing the content to be too challenging to newer/less skilled/disabled players, then I'd take it. I'm not against 'more healing required' as the solution full stop, I'm against it because I don't believe it will work, there are too many conflicting pieces that cannot work together, too much devtime required to keep old content from getting mangled by the change, and too much chance of it falling apart with the slightest whiff of a gear upgrade
You linked to my comment on the new trial. If by 'okay' you mean 'I performed alright despite the unexpected healcheck' then yeh. If you were to ask me my opinion on how good the increased healing requirements were, I'd say, like I did in that post, that 'its cool, but I expect that's mostly because we dont know the fight yet. Once we do, it'll likely return to business as usual'. I will say, one thing that is nice about it is, given that it's at the end of the expansion, it won't suffer from outgearing it quite as badly as a lot of other content does, since a fair amount of players will already have 650 gear via tomes/660 from raids. Though, this goes back to a thought I have, that crafted gear should be equal ILVL to the previous tier's BIS, not +10 over it. That way, we'd see less ILVL increase over a full expansion, we'd outgear things a bit slower, and things would be more challenging for longer. Apparently that particular take is a bit too spicy for SE though
I'd indeed push back on 'change the button we spam from 1 to 2', partially because it's same garbo, different paint, but also because one of the two doesn't come with the inherent chance of 'this has caused an immediately executed party wipe' like the other could. Yeh, you could have the whole 'oh not enough damage now enrage', but at least with that you get to see enrage. You get to see the mechanics leading up to it. Failing to deal enough damage in Thordan Unreal is going to cause enrage at the end. Failing to heal enough for the Dragoon Dives during the Knights phase means you don't get to see past that, or Ultimate End, or try any of phase 3. There's a world of difference with the 'lenience' of the two. Also, it's much easier for other roles to pick up slack regarding damage, than it is for them to cover for missing healing