Then that's you and every 'DPS in disguise' on here.
Stop strawmanning those asking for a 'mere' 35-65% of a skill healers' casts being spent on healing as solely wanting "DPS rotations" and less than 8% of casts spent on healing and you'd find common ground real quick.
Again, the sticking point is very simple: To many here the existing downtime kits --especially on jobs like SCH (or, more broadly, non-SGEs)-- wouldn't be sufficient at any amount of healing requirements that would still be reasonably accessible. That's why they're asking not JUST for healing requirements to be increased (nor, for that matter, just for downtime kit to be improved), but for BOTH to see revisions.
Asking for just the one over the other is merely running with the premise of the thread (IF you had to pick ONE) and/or a note on the state of the devs' willingness to actually do squat, in which case solely improving the downtime kit would work for all situations without potentially excessive decreases to accessibility (some decrease is fine; losing all but your very best healers is not), while solely increasing uptime can satisfy only in harder group content and requires a much larger host of accordant changes to make feasible. If you must, blame the OP for the false ultimatum, but the sheer number of people quickly saying "NEITHER should stay the same" or "BOTH should change" should already have clued you in to this.
Let's say... skilled enough to clear a Savage tier Week 1 without guides and within 12 hours worth of pulls, provided they have a pretty a consistent party (not resetting progress due to PuGing). Or an Ultimate raider. Whatever tf you like that sets a fairly high bar, since we want to appeal EVEN to their amount of downtime, as they will have the most downtime.
And note the "at least". If even an Ultimate raider is able to feel pretty engaged even in Extremes and Savage, then I'm happy. I don't need them to feel super engaged by MSQ solo fights. But if that were possible, then great.