I know many of you have already experienced the amount of healing that goes out in frontlines and most of the time, if the enemy team has 1 healer more than your party, it usually means that you will lose in the skirmish. Usually, not always. (I've seen a healer heal for 2k at the end of the battle, lol)

I have 3 suggestions that could potentially balance out outgoing healing without limiting players by restricting party compositions.

1. If there is any overhealing as a result of aoe heals, it should build the LB gauge for any opposing team in the proximity of the heal. I know having a variety of party members give a buff to LB increase, but it really doesn't mean much if a team can hold a point for 5 minutes and wither your team down before they can get the lb. This would make for some more interesting battles all around and could be a comeback factor for obtaining the node that spawns in the middle of the arena.