I'd rather get rid of the Sects entirely. They do not serve a purpose other than to divide AST into two jobs that can either ineffectively or too-effectively step on WHM and SCH's toes. Instead, I want them redesign the job more around its actual theming. Honestly? I would love even a simple mechanic like "Your main heal is a regen. You can speed it up, extend its duration or consume it all prematurely with time-themed spells." Hell, combine it with the best of all suggestions above and you have a compelling kit with a balance of proactive and reactive healing that could be really fun to play.

If we could figure out a way to tie the cards into that kit, then there's a solid redesign of AST waiting to bloom out of this thread.

My biggest problem with cards riight now os how little they actually engage the AST. They cost nothing. They do nothing for you. They don't encourage any kind of decision-making. You get Divinity out right away to align with opening burst, and then you fiddle with seals if you want but really it doesn't matter because the % difference is so low. At least with the old card effects, I could say they can compel decisions based on opportunity cost and that was enough engagement to make the system work. Perhaps simply bringing them back would be enough. Ewer would give the AST another avenue for MP regen and though people would be fishing for balance again, it is at least less frustrating than fishing for seals and, again, opportunity costs may force you to settle.