It is totally fair to compare healer gameplay vs. tanks and DPS in any content in this game, regardless of difficulty level. You can compare healer gameplay vs. tanks and DPS in Deep Dungeon solo. You can compare healer gameplay vs. tanks and DPS when killing a mob in the open world. You can compare healer gameplay vs. tanks and DPS when doing essential solo duties that are required to progress through the MSQ. Imagine if they did something crazy, and had a big climatic solo duty at the end of an expansion, and you go into that as a healer with your 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 [...] rotation and how underwhelming and awful that would feel. Let alone solo duties you encounter normally. Healers deserve to have fun in places that are not just savage, criterion, extreme, and ultimate. I think it is beyond reasonable to request changes from the developers regarding healers when there are very stark discrepancies between their engagement and fun in some types of content vs. other types of content, and no role should have enjoyment locked behind difficulty level. If they are unable or unwilling to design healers in a way to achieve this, then it is time to rethink the trinity entirely and consider scrapping healers as they exist now in their entirety and replace it with something better.