I've only healed this a handful of times over the weekend, and only had one success. All DF parties, so no real organization or anything. But the only times I really had problems reaching the tanks were aetheric booms and sometimes eruptions.

For plumes, there are a couple safe spots, at least for one of the two patterns, so you don't have to run that much. For the first two booms, you really shouldn't need both healers going full blast AOE. They can stagger. I keep an eye on the tank, and since every DF healer does go full AOE on booms, I'd just cure the tank if that seemed better. Lasers and Ifrit are about the same for movement and casting. You have to run around, but you can stay close enough and get a cast off in between moves. As long as the DPS aren't biting it, it's not that big a deal. Tank purge is such a non-problem I almost forgot to write this sentence. Airship crashes can kind of suck; I always ran to the far side of the arena, which was a problem, so I need to stop doing that.

Eruptions are only problematic if they're on me, or if the two people with them go all Benny Hill and cover the arena with them. Even when they're on me, I'll end up close enough to the tanks when I'm done running, so the down time is minimal. The last boom, there's just too much AOE required for me to stagger heals like I do on the first two.

It's like Titan HM for a healer. The first several tries are very chaotic and panic-prone, but once you learn the patterns, you can (largely) plan where to be. Also like Titan, it largely comes down to how much avoidable damage the rest of the party is taking. If your healers seem fairly experienced, I'd say save your CDs for aetheric booms and airship crashes. Those are the parts where even experienced healers are, IMO, most likely going to be focused on the group a bit more than the tanks. Inexperienced healers, it's a crap shoot anyway.