Since I didn't feel like stalking your character profile down, I have to ask, have you played a healer? If so, you should understand perhaps a little bit better why removing MP would be a bad idea. Cooldowns and casting times are not enough to regulate the usage of spells. Let's look at your example with Raise; if a cooldown timer gets slapped onto it, what am I going to do when 2 of my DPS and the cohealer just bit it to an AoE? Right now I can choose to raise them all at once if I need them for an upcoming DPS check, or I can space it out a little bit more if I have room to breathe. The addition of a recast timer in this scenario completely robs me of that decision.

What about normal healing spells? For right now, a skilled healer knows how to pick the right tool for the right job and it's easy to tell when because they don't have nearly as many problems with MP. They'll recognize when a Benefic will do the job over a Benefic 2. Without MP, what's to stop me from just spamming Benefic 2 on everything? You can't add a cooldown to a spell like this, because of how damage is delivered in the game.

Also, Square Enix does not want healers to freely DPS for long periods of time. That's why they neutered our DPS kits and lowered our potencies.

It seems to me the only reason people want MP gone is because they don't want a bar that does nothing hanging around on their screen. I get that, it was annoying for me with TP. You don't have to get rid of MP to do that. Just make it a UI option.