Quote Originally Posted by Shurrikhan View Post
I don't want any to become X just because they were 'advertised' as X. I just want to see each kit develop organically. And I suppose a bit again depends on what you mean by a "rotation".

I wouldn't want WHM's healing (and sustain support tools, etc.) to remain as simple as now (nor any other healer's, though with WHM's probably rising in proportion unless shields go from mostly thought-diminishing to thought-provoking), so I'd rather not make predictions around that premise. That said, the elements underpinning its class, especially if they were returned to the forefront and the all-in-one basic "Light" element restricted to a burst mode of sorts (or changed into meta forms of each element, as in Light, Spirit, Flow) seem to me to have a ton of opportunity to build out something easy to learn but thoroughly difficult to master.

-snip-

Tl;dr: I wouldn't want to attempt backward design on any of the kits to fit some preconception of how they should end up (I'd rather only polish at the end for a bit more diversity if necessary), but I had to guess around the revisions I'd like to see for each job, the actual damage kits complexity would probably fall from WHM to SGE to SCH to AST, while the total downtime kit complexity for each would be about equal, with some aspects clicking for some more than for others (making job A seem easier to player A, but job B seem easier to player B, etc.).
I do think there are natural design progression paths for each of the healers based on what already exists or has existed in the past before even thinking about how difficult the endresult should be to play but not all of them are strictly gameplay related. Sure, scholar's dots are very much a thing people remember but whm's elemental part is largely aesthetic. Stoneskin, aquaveil and divine benison all do the same thing aesthetically. There is gonna be wiggle room.

Quote Originally Posted by AmiableApkallu View Post
Mu.

Design each healer's kit so that it matches its identity (or gives it an identity). Let the complexity and skill ceilings fall where they may.

Then, revisit designs if most of the jobs end up with a BLM-like skill floor, where the kit seems straightforward enough against a striking dummy but turns out to be a challenge when faced with mechanics.
You're gonna have to tell the other people who responded to un-answer if I were un-ask the question lol