I think adding a DPS kit to "current" healers would be a massive mistake negatively impacting PF, where they should be prioritizing their attention in terms of engagement with Healer Role. The average healer doesn't even like more healing, evidenced by the drop PF experienced in the role when P5 and up released with every AoE having a DoT associated. Adding DPS kits which will then be optimized around when calculating raid requirements per player, and need to be factored in, will harm the job role and shift it unnecessarily more into a DPS mindset while equally killing off the remaining diehards that enjoy the class as is. There is no win going this route and if anything it only truly benefits people who appreciate the class in a "min/max" playstyle anyway. It does nothing to benefit the average player on the healer role or in PF, only adds more pressure. Adding one extra DoT, is also not going to satisfy anyone claiming it will, it's literally the same issue with one more button. So now instead of 1-1-1-1-1-1 you get 1-1-1-2-1-1-1-1-1-1-2-1-1-1-1-1-1-1-2. Like people need to stop kidding themselves like this is going to be revolutionary.
Having said that, the argument can be broken down into two (maybe three) things from what it seems.
Engagement - With Healer Role specifically amongst the playerbase, not necessarily within the class.
Fun Factor - How the class "feels". Is it entertaining, intuitive, satisfying to play? Impactful? etc
Responsibility
Currently, Healer has the most responsibility universally in a raid.
- Actively have to prepare for damage and maintain healing throughput depending on AoEs
- Actively have to adjust when things go wrong to save a raid, harder to do if your co-healer goes down in most "high" damage moments.
- Actively have to DPS as fights are already designed behind considerable contributions from Healer Role.
- Actively do mechanics everyone else is doing.
For a majority of the player base, this is enough responsibility. No other job in the game has to have as much awareness as a healers (BLM comes close due to positioning). For the min/maxers, this isn't anything and half of those things they already probably can do seamlessly. The problem is, suggesting solutions that only min/maxers can thrive in or even capitalize on does nothing for the job role itself.
Best solution imo, is exactly what they are doing. Shift the responsibility of mitigation, shielding and healing and bit more back to the DPS and Tanks making their tools more viable to the overall survival of an encounter. The next step would then be to lower the potency of oGCD heals / HoTs.
Outside of that, the battle design on all jobs needs to be redone before you can successfully adjust healers to literally do anything more without negatively impacting the role.
Should they be working on an adjustment? Yes
Should they be adjusting the healer role within their current battle design to do more? No