It really depends on how the healings are dished out. XIV healing buttons vastly overpowers many other MMO's healing buttons, especially their access to AoE healings. Some raidwide happening that drops your party by 80%? No worries! Mama's got Asp Helios and Helioses for they are always readily available & heals a good amount per shot!
I remember in most previous MMO I played, as a healer my access to AoE healings are often restricted (be it by cooldown or very huge MP expenditure) or pretty weak on its own (not a sustainable option against tough to heal phases.). As a result, there were more interaction done with their strong, single target healing i.e. switching targets to prioritize healing the squishiest member before the durable ones.
Bringing that framework into XIV... say let's pick WHM as an example, a small part of their healing kits would've look something like this:
Lily system: Storing a lily increases your healing spells by 3 yalm of healing radius and 15% increase in healing potency. You may store up to 3 lilies to stack the bonus or spend the lilies and lose a stack or more of these bonuses to empower your healing spells when needed. This includes turning your single target healing into AoE (up to 9 yalm in radius.)
Lily acquisition is probably tied to their DPS kit but for the sake of simplicity, let's just assume they remain the same except the timer will continue to tick even at 3/3 lilies so this version CAN overcap.
(Numbers in brackets are the maximum potency with 3 lilies stored)
Cure II
Spell | 800 MP | 0 - 9y Radius
Restores target's HP.
Potency: 600 (870)
Cure III
Spell | 1000 MP | 15y - 24y Radius
Restores target's HP and all allies nearby.
Potency: 300 (508)
Afflatus Solace
Spell | 1 Lily | 0 - 9y Radius
Restores target's HP.
Potency: 700 (1,015)
Afflatus Rapture
Spell | 1 Lily | 25y - 34y Radius
Restores HP to self and all allies nearby.
Potency: 420 (609)
Numbers are likely skewed anyway (math isn't my forte lol). But the point is, with such kit, it makes the WHM have to consider before hitting those Raptures. Can they afford to consume the lilies willy nilly for that sweet misery? Can they abuse the increased range that makes their Cure II/Solace a juicy AoE or is it not going to reach everybody? etc. Combined with more spread out and random instances of damage, there will be times when I'd prefer to heal 2-3 targets with my ST rather than just pop Cure III or god forbid, the Raptures when I might need that boost in radius to handle mechanics that makes me run a marathon and be spread apart from my allies. OR there could be instance where triple rapture/cure III spam just won't cut it. Might have to use a couple of Cure III or II (if party is huddled up) then juice the party up with finishing Rapture or Solace to ensure all the earlier heals are all buffed (hello P10S Harrowing Hell lol). Those moments are missing from XIV.