We live in a healing burst model MMO as opposed to a healing sustain model MMO (Such as WoW). Our healing spells are simple, potent and efficient and the damage comes in quick and scripted bursts.

In a sustain model, damage is lighter with some spikes but occurs at random. That forces healers to use their efficient healing spells on single targets, while saving their expensive blanket (which often do not heal the whole group, rather are limited to a fraction) heal aoes for party sustain, all the while keeping an eye on Mana (which last longer but also regenerates much slower) and resources. Bosses autos also hit hard and fill the healer's time with tank sustain.

Meanwhile, here we focus on specific moments of aoe healing burst during scripted raid damage and mitigation/shielding for the occasional tank buster. We then have long strerches of healing downtime where we are free to do anything else. We also have very potent MP regen abilities, very potent (and often free of cost) AoE healing abilities. Party damage taken is very low as often it needs to be avoided altogether, since taking damage from encounter mechanics will either oneshot you or kill the whole group.

If healers were able to heal through mechanics and actually "save" people you'd see a lot more healing in this game.