The thing that gets me is generally at a glance healers have a low skill ceiling (thats not meant to say healers are all bad players) I know many who have trouble with rotations and tank-ciety that feel ok running healer in content; sure they often under perform damage wise; but usually their clutch healing and rescues means DPS can easily pick up the slack. As such I worry that what people are pushing for is to make healers as stressful as a DPS feels to do a proper rotation and I am not sure if thats a good thing.

I worry because if you increase the skill ceiling of everything then this will happen. The skilled players will get bored because they are rolling the content (much of which is already pretty easy with a bit of practice) and so they will demand harder and harder encounters; or the encounters will all be designed with optimal play in mind and essentially block out sup-optimal players resulting in mid-range players bowing out entirely. I am curious what the statistics on players clearing the savage tier is for example by role @ level 90.

I don't have a great answer but the challenge is it needs to be balanced but also economical as SE likely does not want to make a lot of content to cater to the hardcore encounter crowd - thus why Ultimates are so sparse and often lack any actual story relevance.