Pretty much, I'm fully expecting DT to be patch 5.11 or thereabouts, still sticking firmly to the foundations laid by Shadowbringers. SE's bean counters certainly aren't going anywhere, thus I suspect it'll take a change of guard at the top of CBU3 to get any real shifts at this stage. The development direction is supremely cautious and risk averse. Big sweeping role changes are risky, thus as much as I want to see a big change, I don't think we're going to get it until the game eventually has a pretty significant crash in player subscriptions. Even then I suspect it'll follow FFXI's template of more and more focus on NPC parties to do 'group' content rather than a significant attempt to revitalise gameplay, thus the groundwork we see being laid these last few years.
That's not a fair comment at all and you *should* know that. Of course it's possible to replace the downtime with more healing. But tell me, how does that work in solo duties? How does that work in more casual endgame content like the current Alliance raids? How does that work in intermissions in high end content? How does that work in puzzles such as Rubicant? How does that work when I'm duoing maps with a friend?
Are you telling me that an Agitated Apkallu should see me coming and start busting out the Harrowing Hells so I have something to do? Is that comment truly hyperbolic given that a less drastic increase in damage taken is likely going to have me dropping an Asylum etc and pretty much continuing the Glarespam as normal?
A significant enough increase in healing pressure to make an actual impact in something like an Alliance raid is going to cause problems for less skilled players. We've seen this with bosses like Thunder God Cid where more casual healers would get overwhelmed with the combination of movement, cleansing and healing often resulting in unfortunate vote abandons etc rather than working at it and trying to improve to get the clear.
A significant enough increase in damage complexity is going to make next to no difference in the same context. The same struggling player may do less damage overall (And that's assuming they were even doing decent damage with existing kits which most certainly isn't a given) but what exactly is that going to impact here?