Not sure how 'the design of the jobs you use to experience every aspect of the game' doesn't count as 'affects everything in the game'
For example, if WAR was given the Healer treatment, so it'd have only Storm's Path (with no combo), Storm's Eye (with no combo), Inner Release and Fell Cleave (but no gauge, so you get 3 FC's a minute and none from your rotation)... That'd affect 'everything in the game' for a WAR player, because they use WAR as the vehicle to experience the story, fight the raids and trials, etc
We aren't asking for 'here is what you will be given next expansion, and here is the potency, cooldown, MP cost, all already mathed out', we're asking for a general overview of 'what is the dev team using to guide the design of the jobs'. For example, with Healers, what is it that they're drawing inspiration from, that resulted in Seraphism existing? (despite clashing with the established lore of the job so much that even JP was asking 'why this')
If I were the one who would be giving the talk about Healers going forward, I'd go with something like...
'Originally, SGE was announced to be a Healer that has a higher focus on doing damage, and that it'd have ways to heal allies by dealing damage. Furthermore, it was announced that it'd be able to 'augment its own abilities'. Both of these are technically true of the current SGE, but we believe we can go further, and expand on these design ideas to make SGE feel much more unique in how it heals. This might involve reworking the effects of some actions, but rest assured, the strength of the job will not be decreased. If anything, SGE will be stronger, both at healing and at dealing damage, and more versatile in how it responds to healing requirements in content going forward. Please look forward to it!'
At no point in that did I commit to anything, beyond saying that the general vibe of 'SGE heals by dealing damage' would be made more of a focus of the gameplay. But that could mean almost anything



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