In many interviews that you have had in both English and Japanese, you have mentioned the desire to 1) Make tanking and healing "Less stressful" 2) Add incentives or "encouragement" for people to play tanks and healers and 3) Completely waved off WHMs concerns about their job most of which are still being voiced now that we are 70.

And yet, through a combination of mechanics in the game: Harder hitting mobs, Royal Menagerie, Chyb-whatever its called in v1.0 which reduces everyone's hp to 1, etc.; Community influence (Tanks which insist on pulling 3+ packs of mobs each time [I should mention I always seem to get this tank in the DF and I play on a Japanese server]); And removal of abilities/the whole WHM lily system in general, it has been hard to do anything BUT heal in most content. This seems to have had a widely opposite effect from the one you have been hinting at that you desired: making it easier for healers to contribute dps/buffs/etc. If anything, this seems to have increased the skill gap for healers who can heal while keeping these insane tanks up, etc while still finding the time to dps. Furthermore, having to constantly be healing isn't exactly fun. It's one of the key reasons most people don't like to play healers in other games.

What exactly were you aiming for with these changes and do you feel that you achieved that?