Exactly this all boils down to a design issue generated from the loss of agro as a mechanic
With no agro tanks functionally don’t have any job mechanics. Tankbusters are the only mechanic that exists that forces them to engage with their mitigation toolkit
Because of this loss of tank agro tanks have basically been given as compensation healer mechanics which pushes healers to the side because tanks are bulkier and do more damage than healers
The design of the game needs to engage with tank design so tank design doesn’t encroach on healer design which will fix both roles