"Over simplifying a game impacts more than the game but the attitude of the community. Super simple games do not encourage people to come together, they go at each others throats because the new people don't realize how hollow it is, and the people who are experienced don't realize how shallow the water is in the pool consciously and then tell these people to go read a simple guide on job rotation or whatever that takes all of 10 minutes to read, then go practice on a striking dummy."

First of all I don't see the "going at each other's throats" being applicable, in some cases there are people who are going to be unreasonable but that's probably intrinsic to their personality, I don't see the root cause being due to the game design. A job design doesn't have to be complex to be done well, as this thread is focussed on healers specifically - look at the number of buttons currently available to healers in PvP- each of the healers is functional and has a unique feel.

To rephrase what you are saying, part of what makes a healer interesting is the decision making - choosing to use a DPS skill or a heal, another part is a flexible choice in DPS skills- hitting only "1" is boring - especially in solo play, another part is the levelling experience- healers really don't get a feeling of power as they go from about level 30 to endgame..I could go on. Also - the reference to the striking dummy is rather irrelevant to healers - it's more like (if you've boosted) - if you've never healed, run with trusts or a low level dungeon until you're comfortable.