(cont...)

Spire would be useless now, because TP is gone

Bole is basically a bad concept overall, because giving ONE healer a damage resist would either mean "if the other healers can't out-heal the mechanics/tank busters/pressure from mobs, then this one can because it has damage mitigation in a form the others don't have" and that makes it mandatory, otherwise, the damage resistance is unnecessary fluff, because none of the other healers have a problem with it
and this "fluff" comes at the cost of getting clogged up with a damage boost mechanic, and that, simply put, is clunky

Balance/Spear/Arrow, no matter what you want to pretend about your "utility" being lost, were simply all damage buffs

yea, sure, you could put arrow on a healer for them to heal faster to deal with mechanics, but this is another bole situation: the healers should be able to deal with it, without needing an RNG-proc from a specific class, otherwise, it's trashy, or the healers are trashy (role-wise, not player skill-wise)

same thing if you were trying to argue it's for the BLM; if the BLM can't cast because of mobility mechanics, then "evolve" BLM as a class for the expansion in order to handle it, don't lock them behind needing a haste buff from an RNG-proc from one specific class

the only real argument i can think of that i'd agree with about the loss of "utility" from cards is Ewer, as it IS pretty unfortunate that SCH/WHM can refresh MP, yet AST can't, i think that's a pretty garbo concept, but it's still not the end of the world
though this ties in why i (personally) dislike what they did with the card mechanic; we have so many buttons dedicated to this, we end up losing other real spells, and one of those spells could have been an MP refresh of some kind

Lord/Lady could also be debatable, but even those were barely useful, as again, you lost out on using those "niche" cards for another 30s, such as bole and ewer, and again turns into "well the other healers don't have these on an rng basis, so they can't be mandatory", though i wish those were on a separate draw/card mechanic that you could use alongside the current card mechanic, and were still damage/heal, that would have been fine in some form

and yet again in case of TLDR, no, i don't agree with what they did with current cards, but they certainly are well within acceptable limits to change them in the first place