I firmly disagree with the argument that "They can't make different Tanks/Healers".
Aside from Positionals, pretty much any "Melee DPS" mechanic can be used on a Tank. Whether it's stacks to use abilities, weapon combos, stance systems, debuffs, even "melee cast bars" (assuming damage doesn't interrupt) it could work fine on a tank. You simply turn what would be an offensive buff into a defensive one. For example, if you wanted to turn the Monk into a tank, you'd have Greased Lightning reduce damage instead. Tanks only really need a number of defensive cooldowns to reduce damage, and a couple of key abilities such as Provoke. Aside from positionals and a "take damage to deal damage mechanic", I can't think of any truly unique gameplay elements that you could put on a Melee DPS instead of a tank. They could still build a tank that is focused on procs, or a tank with a pet to reduce damage. There are still plenty of unique playstyle elements they can implement, they just have to choose to apply it to a Tank instead of a DPS.
Healers are a little harder, but there is still plenty of room to explore. Many mechanics already applied to ranged DPS can easily be applied to a healer. For example, a Dancer healer could use a weapon combo-like mechanic, however instead of dealing damage with each hit they might heal with some or all of them. Something like a Chemist, which has Mudra-like abilities to heal is certainly possible. There are even plenty of other healing options available, such as Heal-over-time focused healers, leech healers, and more.
Plus, the new Role-based system replacing Cross-class will help with this immensely. They've mentioned that key abilities like Provoke would be implemented as a Role based ability, meaning all Tanks will have it by default. They mentioned interest in making other things, like basic Defensive Cooldowns, into Role-based skills as well. This makes expansion into Healers and Tanks substantially easier. You can design encounters knowing for a fact the Tank will have Provoke, or the Healers can use Swiftcast etc. At that point, you can make sure the playstyle of each job is enjoyable.
I don't really buy the "they can't create more Healers/Tank" arguments. They have plenty of room to explore there.