Take 3.x WHM (so drop any rubbish they have added for 4.0) and ....
1. Prunning:
- Drop Stone III, making Stone II higher potency instead. (Leave heavy on Stone).
- Drop Fluid Aura (knockback spell), and Repose (sleep spell); does anyone honestly use these? (PvP has it own ability set now).
- Aeroes, etc. and moving certain things into cross-role are up for choice (though I would keep Divine Seal as WHM 'only', see below).
2. Improvements:
- Lower recast of Tetragrammton to 40s.
- Make Protect WHM exclusive, averaging about 3% 'always on' mitigation. (Doesn't quite equal 10% at critical times, but better than nothing).
3. New abilties:
- 'Over Heal': Your next heal spell applies 70% of it's over healing as temporary extra hitpoints to the target. (This is basically WHM answer to shields).
- 'Share the love': Spreads most buffs (Divine Seal, Presence of Mind, Adlo, Balance, etc.) currently on the WHM to nearby party members. (This is basically WHM answer to utility). Edit: This would be balanced by having a long cooldown tied to the buffs that were shared: e.g. share Divine Seal = 60s CD, share Adlo = 120s CD (same as deploy tactics), share Adlo+DS = 120+(60/2) = 150s CD, share PoM+Adlo+DS = 150+(120/2)+(60/3) = 230s CD, i.e. more power buff = longer cooldown, but each additional buff shared (in cooldown time order) contributes a bit less to the overall cooldown.
4. Healer Cross-Roles:
- Come up with something inventive (i.e. don't just take everything off WHM and call it day), with the primary criteria that any cross-role ability should be nice to have, but never mandatory.
Done.
Edit: My primary reasoning for these improvements are that more important than being a 'pure healer', WHM should be the 'simple healer' (i.e. no stacks, and FFS no RNG). These improvements also directly address the two pain points of WHM as it currently stands, namely mitigation and utility, and do so by offering unique abilities to WHM that don't directly step on the other healers toes, and in some cases even make the other healers indirectly more powerful when combined with a WHM (i.e. Shared Divine Seal, another way to deplay Adlo, and instead of simple AoE Balance, cast Balance on the WHM and have them share it to the rest of the party).