So, i'm going to tip-toe in here and ask a few questions because I'm curious. A few baselines of my mindset first:
1) I agree jobs have been gutted, and healers suffer greatly.
2) I don't agree that healing is too easy, because for players like myself with motor function disorders healing isn't easy while also dancing around mechanics.
3) I think the Trinity standard is perhaps the worst thing to happen in this game, and the instance party list set-up we have doesn't allow for the true beauty of the final fantasy franchise. In FFXI, and almost all of the single player games, support jobs were mandatory because they provided an added metric to the combat. Even in WoW and Rift there were heavily support based utility classes... FFXIV fails to balance properly because jobs that weren't exactly maid to primarily be DPS are sadly DPS in this game... Bards were never DPS for example, they were party support. A little healing, a lot of mitigation, and a lot of utility to empower each and every party. RDM, the same is true... and that tended to empower healers, not invalidate them...

So, with those baselines in mind here are my questions for the healers here:

1) Firstly, what exactly is the goal with this strike, and what is the collective hope to attain with it? Furthermore, what can we do to help you get noticed by the development staff, or make gameplay more fun for you?

It doesn't seem like all of the healers are on the same page outside of the idea that healing is broken... which, it is, terribly so... personally, the way I see this balance issue, I wonder if we need to beef up the monsters hard core, but also provide real party support? Is there a middle ground among players for perhaps allowing true party support and an emphasis on allowing jobs to be classical, when it has a baseline to be a true supporting class?

White Mage doesn't feel like White Mage, and I would suggest that's probably the largest issue for a lot of the classes. For jobs like AST which is finalFantasyXIV innovative that's a separate discussion because that job doesn't have prior baselines to go by... a vast majority of the jobs do, and classical Warriors for prime example never healed in Final Fantasy games. That was left to PLD when it came to tanking in order to keep hate, but in the progression segments of the game in its hayday the healing of a pld couldn't sustain the entire party. Warriors had decent mitigation, and decent damage. Without a heals in FFXI, that warrior couldn't tank. They'd eat the floor in level appropriate content.

So, that's my question in a nutshell... when it comes to re-tooling jobs, should we be pushing for classical iterations of the jobs? Is that perhaps a better way to begin looking at this mold when we talk about how job design works? Or am I just super way off base about what healers want?

I'm genuinely asking...