Not that this is related to any of the discussion I've read or anyone in particular's post other than the thread topic but I think the healing oGCD bloat is really amusing because the devs will design these really powerful tools like Panhaima or Lilybell and then make mechanics that are like, clearly designed to be exactly for them in Extreme/Savage etc which just entirely takes out any sort of interesting thinking a player gets to do about how they use their cooldowns. They seriously go "Here's your 5 hit mechanic, sometimes 6, perfect for that 5 hit mechanic Lilybell, right? Time for another 5 hit mechanic, but it's 3 minutes after the next one so Lilybell/Panhaima will definitely be up again for you to rinse and repeat!"

Instead of oGCDs being "I can use this on this mechanic to save myself GCDing here or save my cohealer a resource for the next one" it's just "I use this here because this mechanic was designed for me to press it and I have nothing better to use it for"

I think it stems from a sort of "it's not fun to die because my healer can't heal" which I think has been the driving force behind tanks becoming so absurdly broken sustain wise this expac (how is WAR being able to heal a teammate every 25s with Nascent part of the job fantasy at all? Shouldn't they be 'too angry' to deal with someone else's booboos?) and casual content hitting like a wet fish but it really does make most content sort of "children's block shape sorter" for healing oGCDs. Put the circle block in the circle slot, put the triangle in the triangle, etc,.