Yes, so personally, I think the worst thing that could happen is that the pressure lets up, because then SE might get the (very wrong) impression that 'the change to encounter design completely solved whatever those pesky healers were complaining about'
My thought is 'Healer role needs adjustments, and it still hasnt got them'. Also, I've been known to be kinda stupid at times so that one won't work on me either
Oh, boy! Another opportunity to shamelessly link to 'what I'd do to fix the Healers'!
Not all that much needs to be 'trimmed' IMO. I'm not big into the whole 'completely overhaul everything' angle, I'd rather keep a fair amount of what we have already and just adjust functionalities when/where required. That way, we'd be saving devtime on things like making new VFX. It would also preserve a lot of 'familiarity', so someone who logs in post-changes to their WHM would still recognize their job, the WHM would still have Medica3, Holy, Glare, Lilies, etc. And having that 'core' of the job staying unchanged gives the player something familiar to fall back on, should they need it, while experimenting with the new additions. For example, if SGE were adjusted as in that thread, a player would try using the new Kardia interactions to handle healing requirements. If they start to struggle, or misplay slightly, they're not completely doomed to a wipe, because they can fall back on familiar tools like Ixochole/Druochole, or Diagnosis/Prognosis (which would cost 0 MP, so they're even more reliable as a safety net)
We can also get adjustments/improvements to the role, using very few 'new buttons'. Like, the WHM idea in there, could be implemented with zero new hotbar spaces required. Merge Cure1 into Cure2, merge Medica1 into Medica2 (and then into Medica3), and those two new hotbar slots can then be used on adding the main new additions to the job: a 15s CD attack, and a gauge spender AOE heal (that has its own 'Misery' style damage refund system). The only other changes are two Lily-Spender Barrier moves (Stoneskin/AOE Stoneskin) that aren't really 'necessary' for the design to work/be an improvement over what we have (they'd sure be nice to have though), or adjustments to existing buttons that would not impact button count (eg, adding lower level versions of Plenary (Protect) or Temperance (Divine Seal), or the adjustment to the Aero/Dia DOT duration)
IIRC, including the Barrier moves on WHM/AST, it'd be +2 slots for WHM, +1 for SCH, -1 (yes really) for AST, and +3 for SGE (but that could be reduced to +2 by having Druochole upgrade to Taurochole, I doubt having a 1s CD on Taurochole is going to break anything balancewise). If push came to shove, I could get them all to 0 new buttons or lower. For example, SCH can be reduced to +-0 by removing 'Summon Faerie' as a button and having it be automatically summoned, akin to Gatherer Jobs having Sneak auto-enabled. WHM can just... not have the Barrier Lily spenders. SGE would be the tough one, but maybe there's a way to improve the MP economy of the job to the point that we can delete Lucid Dreaming, for example