But that is precisely the balance problem I refered to. Personally I think most of healer jobs are fine in terms of their core functionality and skill priorities, there's room for adjustment here and there, room for more difference of identity and playstyle within the role but they function fine - However there's not nearly enough healing to justify the healing kits, in large part because the prevailing tank design doesn't want healers and in similarly large part because the damage output in content isn't high enough to justify our healing kits on top of tank kits anyway. You look at WAR, PLD and DRK, then you look at DT's dungeons and trials and you see that the dev team either balanced around WAR/PLD without a healer or DRK with a bad healer. A good PLD will do just fine and with a good DRK a bad healer won't be engaged, thus a good healer is asleep in the corner, it's a severe balance problem.

Even tank busters are a joke in DT - The signature tank thing and they don't even have to mit for it. Why have a tank buster if it's a non-threat to the tank it's suppost to "bust"? To top this point off, the exemplar of the disconnect between tanks and everyone else at level 100: The tank buster+stack mechanic. Balance has degraded so far that for a stack to be any threat to a tank it has to wipe the rest of the party, but even then, the two attacks only do a third of everyone's HP if they don't mitigate it. Even that is a joke at this point and then people wonder why the healers are up in arms, now I've typed this out I'm surprised the TANKS aren't up in arms too - I know I would be.

You're right that they've taken much and more from healers, mechanically they've taken just as much from tanks. In the not too distant past they had to position enemies, now the bosses position themselves, that comes at the detriment of melee players too since it makes positionals horrendously frustrating. They had aggro management but now it's just stance and aoe. Interrupts were a fairly regular thing but no longer. DRK by all accounts has just generally been hollowed out and what was once "the dps tank" is now the most balanced in terms of healing and mit but is also often the lowest in damage output of the four while the others were rewarded for their mechanic losses with increased dps and sustain.

Now that I'm on the content design topic thanks to that transition, dps players have not been immune, when was the last time the game had anything like the Doom clear switches in Qarn or World of Darkness? Or the Maths boss in that SB Alliance Raid? I know lots of people complain about it when it comes up but at least it's a break from standard design... I've rambled and written an entire paragraph I didn't plan for so I'ma stop here.