I stopped queuing as healer in Frontlines before 3.0 but right now I only have healers to 60... it's a good reminder of why I stopped. But I'm stuck until I finish leveling another class, so... There are a lot of problems with playing this role in PvP but I'm going to focus on only the ones I think SE can do something about.
Oddly, even without cleric stance, healers have decent offensive capability. Heavy, stuns, pushbacks, etc. I'll be focusing on healing.
Purify:
So, we have purify to potentially get out of sleep or stuns. 3 minute cooldown. So, you know, you get to use it maybe twice in a match, 3 times if you're lucky. Or unlucky because you're getting stunned/slept so much.
Attunement:
One of our best defenses, save that we can't move or heal (so we might end it in the middle of a huge enemy group swarming around us). Still, a bit situational but useful. 4 minute cooldown. So you basically get 2 uses in a match.
Equanimity:
Casts can't be interrupted for 10s (except they can, just not by auto attacks and some abilities). 3 minute cooldown. Potentially one of the best abilities and definitely one of the most needed, but crippled by long CD and short duration. After it's spent, have fun tossing out only regen until swiftcast is up. We need this almost constantly so unlike Purify, you probably will get 3 full uses in a match.
The rest of the time, enjoy being public enemy #1, having casts interrupted by snipers constantly, getting stunlocked, silenced, and slept and every opportunity, and so on.
Suggestions:
(These will be kinda random with no particular thought to balance, just tossing out ideas. Suggestions in replies to make them balanced welcomed, or I trust that SE would do the same on any they might pick up)
Make tanks useful. As in, beyond stuns and such. How about a permanent PLD-esque Cover as long as the target (Would be a healer generally) stays in range? That way enemies would have to target the tank before taking down the healer. Or just make enmity combo finishers and provoke force an enemy to target the tank for a certain time.
I realize these are unlikely but I like it because it keeps the role meta intact. Instead of tanks being the high-HP DPS they are in PVP now.
Make spells much less prone to interruption. Not that SCHs really need it but, you know, throw WHMs and ASTs a bone here. Make it require a critical hit, or only select abilities interrupt casting. (Wouldn't be needed if tanks could actually protect healers though)
Give healers more defensive options. I have 4 full hotbars on my WHM so I'm not a fan of this but anything's better than the current situation. Or just drastically reduce the CD of the existing ones and increase their durations.
B-But PVP traits upgrade them! Oh, I'm sorry. Let me ask the entire enemy alliances to go easy on me while I rank up very slowly to gradually purchase the ability to take 30s off a cooldown several minutes long.
Increase healer rewards. We already don't get any kill-related rewards. At the very least, incentivize being everyone's (including your own team's) punching bag.