While not the biggest reason for a cross-class overhaul (I'm looking at you, Savage Blade, Skull Sunder), Physick and Cure are certainly obnoxious in their implementation. Removing them entirely (and ideally replacing them with something more useful) is a valid solution that I would support.

However...

My PREFERRED solution would be to make cross-class skills VIABLE and USEFUL, rather than just tossing them out entirely. I'd be happy if they changed these spells so that they scaled with the Primary Stat of the job they were equipped to, keeping them relevant at all levels and for all jobs that can equip them.

I don't see it as providing a crutch for lazy healers (though it could certainly be abused that way). I see it as a way to provide a variety of builds for endgame jobs. Yes, you can argue that every job will have a BIS selection of skills and anyone who deviates is a player who doesn't know what they're doing. On the other hand, it could allow for interesting new ideas for boss encounters. For example, a boss locks down both healers for a significant period of time. For that encounter, players are encouraged to equip cure spells to help slow the incoming damage until the healers are freed again. With a wide variety of cross-class skills, players could equip cross-classes situationally. Sure, skill X might suck most of the time, but in THIS situation, it's great, so make sure you have it!