I would love some GCD spells like that but I can see immediately why they are hard to implement. Either the buff will be a waste of a GCD, and no one will use it (Break, wasn't it?), or the buff will be strong enough to justify its use, and then it becomes part of the rotation (with the MNK complaining about either getting the haste or not getting bravery). It becomes necessary instead of bonus. I think maintaining 4 GCD buffs on different players, refreshed every thirty seconds, sounds like a nightmare.
So that leaves us, again and always, with the Green DPS icon. So long as there are enrage timers, there will be healers trying to beat it. So long as fights progressively get harder/mechanic intense the longer they go on, there will be healers trying to prevent mechanics with optimized nuking. This game is designed so that spamming Broil will almost always be in mine and my groups' best interest.
Since I can't imagine the game being redesigned (again) from the ground up, the only solutions I can think of to deal with the fights we have is more complex DPS for healers. I understand that a lot of healers want to heal more than they do, I am disappointed too at how little healing is required (despite the million different ways to heal that we have been given, talk about false expectation).
I'm not calling for a full rotation, by any means. Just one mechanic. Something to watch for. A reason to cast Ruin II and Fluid Aura. Like, casting Broil has a chance to proc a special Ruin II (which would crazy help with weaving). Or casting Glare gives a stackable buff (up to 3, say) that can be consumed with a special Fluid Aura. Something to work toward that would be easy enough to manage when things are going well but also set aside when things don't--if those stacks and procs had a long enough duration that they would be available after a burst of healing. Healers who don't want to deal damage aren't punished by these additions, and healers who want to optimize have something to build/fish in the thirty seconds between fight mechanics.
There's too much healing downtime. And this is not a problem they can fix into design of the next Savage tier--that ignores the fundamental problem for the first 79 levels.
There's too much healing downtime. Nerfing our skills and heals to the point that spamming is required won't fix the problem, either, because that's too unfriendly to DF content. We already have people complaining about healers that "let" someone drop below 60%--I can imagine the storm of cries because the healer couldn't heal a player with 3 vuln stacks back up to full in two GCDs. We can't fix mistakes if we have to spam the tank just to keep up, and I believe that this paradigm (godlike healing power for maximum forgivability in leveling content) is here to stay.
With that in mind, give me something meaningful to do between bursts of divinity.