I think that it's a serious mistake to cater job design to people who are currently ambivalent to it. You drive away the core audience, and everyone else remains ambivalent. That's a contributing factor to a lot of the progressive simplifications that we're seeing across roles.
Contributing to this are bad actors who have no interest in the role but are out looking for personal gain. When Abyssos was released, all we heard from that tier about was how Casters 'should do more dps' because of the hitbox sizes and wall fights without positionals. This is where most of the push to remove postionals comes from. It's pretty obvious what their follow-up to this will be.
Likewise, a tiered system of 'sub-subroles' into BLM and non-BLM was probably the worst design decision to hit Caster DPS. Jobs in a subrole should have parity with each other at minimum, which in turn places some constraints in the design and types of gameplay challenges. If you remove those challenges, then that balance gets called into question. So if DRG post-rework is suddenly without positionals and comes with widespread simplifications and button loss as 'Dawntrail's SMN', does that mean that we suddenly create an 'unwanted tier' of melee DPS? At least SMN had Raise.
Unless players step in to defend their role and vocalize that these ideas are unwanted and unwelcome, the devs assume that players in the role want these simplifications and we end up with the likes of auto-healing tanks that don't manage positioning, casters that don't cast, and healers that aren't needed to heal while being restricted to one-button Broil rotations. A 'platformer without pitfalls'.
If you want people to be sympathetic to healer issues, then you have to offer a degree of mutual consideration to preserving roles that others care about in return. This is just the tip of the iceburg. Removing positionals will definitely come with significant backlash, at least after the fact.