no i meant exactly that, party buffing and boss debuffing but i guess how it relates might not be understood or gave the expression that i said utility reflects how simple/complex a job rotaion is.
i hope i will make it better understood this time ^^.
when i think of balance in the harder content i assume it basically mean dps.
so for harder content i can think of only 2 dps aspects that are important: personal numbers(damage rotation) and utility(party buffs and debuffs) it have. (again its how i understand it).
in regards to personal numbers(damage rotation): you can have the same numbers with a simple skill always used or have a complex damage rotation, making it easy to customize a job damage rotation and allowing each of them to have their own unique style to reach those numbers.
meaning that with proper potencies and cd, each job can reach almost the same dps numbers while having x damage skills, y dots and even have an attacking pet with them. (meaning each job can have a different number of damage skills,different number of dots and 1 job can have an attacking pet with it and still make almost the same damage as the other 2)
now with utility(buffs and debuffs) is where it hard to balance cause they have much heavier contribution to a party dps.(it doesn't include mitigation)
they increase party overall dps performance and for raid and harder content, it can make a huge difference between 1 job and the other which could even cause exclusion if they have a wide gap between their contributes.
so if each job personal damage will be close to one another (again only in numbers) all that is need to maintain balance for hard content is to find a way that there wont make a wide gap between each job in utility.
so the idea is if the roles will have a filler for party buffing/debuffing boss(like in healing), excluding the AST single buffing cards from party buffing , if we can have a filler for divination and chain stratagem it could create the balance SE was looking for among the healers and stop Homogenisation that it was pushing.
so the thing that will be left for SE to do is give each job its unique damage rotation and for AST card buffs,they can be varied buffs and also retain the small dps increase buff without upsetting balance , meaning as long as utility can be balanced between the 3, they can make the healers fun and unique to play again without Homogenisation.
that is as best i think i can explain it, again i might be wrong about it, like i said i am not sure it is even a good idea but i hope that it explained what i was going for.