1) Trait at level 30 where Cure 1 upgrades to Cure 2. Cure 2's cast time will be reduced to 1.5 sec and MP cost to 500 MP to compensate.
2) Level 15 spell, Water, Spell (GCD), 300 MP cost, 2.5 sec cast time, 2.5 sec recast (GCD), 0 y range, 8 y radius, Deals unaspected damage with a potency of 100 to all nearby enemies.
3) Trait at level 45 upgrades Water into Holy, which will cost 100 more MP, do 40 potency more damage to all targets, and inflict 4, 2, 1 seconds of stun.
4) Trait at level 52, Cure 2 becomes instant cast but is otherwise unchanged. When you have one Lily in the Lily gauge, it is consumed instead of MP to cast Cure 2 (can have the Solace visual effect). Nourishes the Blood Lily.
5) Trait at level 76, Medica becomes instant cast but is otherwise unchanged. When you have one Lily in the Lily gauge, it is consumed instead of MP to cast Medica (can have the Solace visual effect). Nourishes the Blood Lily.
6) Somewhere between level 30 and 50, Divine Seal, which is a 2 min CD with just the heal boosting effect of Temperance. Trait at level 80 upgrades this to Temperance.
7) Somewhere between level 15 and 50, Protect, which is a party wide damage reduction mitigation (5% 15 seconds or 10% for 10 seconds). Trait at level 70 upgrades this to Plenary Indulgence, which will keep the mitigation and add the extra healing effect on top of it.
8) Swap Tetragrammaton and Benediction, Tetra at level 50, Bene at level 60.
9) Give Assize 2 charges, maybe make it a GCD. It'd still be different than Plegma and everyone knows it.
10) Level 8, Stoneskin. Make it Divine Benison jr with a 200 potency shield. Alternatively, just readd the original Stoneskin to the game.
11) Convert Holy (and Water) to work like Cure 3; if you have an enemy targeted, it will center the effect on them, and if you don't, it will center the effect on the WHM. Casting Water/Holy on a target can do the Aero 3 twirly staff animation.
12) Trait at level 15 (when you get Water) where every Stone cast places a buff on you that stacks to 4. For each stack, increases the damage and reduces the cast time of Water by 25%. At 4 stacks, Water will do 2x damage (+100%) and be instant cast (-100%). This Trait will upgrade for Holy and Holy III, and obviously Stone iterations and Glare iterations. This will create a rotation where every 4th Stone/Glare cast, you will cast a Water/Holy, and it being usable at range will allow this even if the WHM is forced to disengage. The +100% damage should make it better than the single target equivalents at all levels. Holy's damage will be increased to 150 potency and Holy 3's damage to 170 potency to ensure this as follows: Stone 1 (140), Stone 2 (190), [vs Water at 200 damage with 4 stacks], Stone 3 (220), Stone 4 (260), Glare (290), [vs Holy at 300 damage with 4 stacks], Glare 3 (310), [vs Holy 3 at 340 damage with 4 stacks].
13) Presence of Mind has the additional effect of adding/capping 4 stacks of the Holy damage boosting thing. This "force resets" your rotation for the burst phase and avoids PLD's weird "just cast whatever" thing. I guess it's not strictly necessary, though. In either case: At level 100(?), Trait for Presence of Mind has an additional effect to make it work kind of like Confetior for PLD. In addition to its standard effect, the next three Glare casts will instead be Quake, Tornado, and Flood, strong AOE attacks somewhat similar to PLD's Blade of Faith, Blade of Truth, Blade of Valor. Pressing the same button but getting neater animations. CONVERSELY, could make it where Glare/Dia/Holy are respectively replaced with Quake/Tornado/Flood for the duration of the combo like RDM, I guess. ALTERNATIVELY, make it like...a hyper-simple SMN system (where you can use the gems in any order) where you simply have the ability to use them until you use them or some time (30 sec?) passes. They hit AOE to make them usable in both single target and AOE encounters. The one issue with making it NOT just 3x Glare presses is you can't refresh Dia until you use Tornado, but maybe that isn't an issue or maybe Tornado can apply the Dia affect (and would do so to all targets in AOE...that could be fun...) like how Blade of Valor used to inflict the Goring Blade-like DoT before 6.3.
- Collectively across, this will make WHM's core rotation cadence Aero/Dia every 30 sec/12th GCD, Assize once every 2 min (burst) and one free somewhere inbetween to prevent overcapping, and every 5th filler GCD, 4 will be Stone/Glare with the 5th being Water/Holy, and use 3 Cure 2/Medica per minute (as Lily boosted Solace/Rapture) and 1 Misery, with every even minute fitting the Misery into the burst window alongside Presence of Mind buff and Quake, Tornado, Flood.
14) Revert Thin Air to the ShB version (10 or 15 sec, whichever it was, duration)
15) Add a Lily spender for Regen as well, I don't care what the level is. Same as Cure 2 and Medica where you learn it via Trait at some point and it makes the MP cost 0 to use it as well as it nourishing the Blood Lily to use. Afflatus Comfort or something.
16) Add a lower level Afflatus Misery as soon as Solace is gained (doesn't have to be level 52, but as soon as you get it). At level 74, it Trait upgrades to Misery. Or could even rework the Blood Lily to be that Water/Holy buff thing, though I think there's value to keeping it its own thing.
17) Rework Freecure as you suggest; Stone/Glare have a chance to proc an instant cast (if below 52 when this is relevant), 0 MP cost Cure 2. From level 52 (or whenever you get Afflatus Solace and Proto-Misery), it will also nourish the Blood Lily without consuming a Lily, so basically can get you extra Misery casts, I suppose...though this MIGHT throw off using Misery in burst. So if that's a problem, could instead have it either create a barrier for some percent of the heal OR guarantee a crit (at the risk of being too samey with AST's Benefic one...)
Note that none of these changes...actually require more hotbar spaces. They just make the existing spaces more useful and available for more of the leveling experience (e.g. Holy in single target, Divine Benison from level 6 as Stoneskin), and would arguably shave off at minimum 3 existing buttons - Afflatus Solace and Afflatus Rapture would take the places of Cure 2 and Medica [or Cure 3, see (A) below] when active, and Cure 1 would be directly upgraded to Cure 2. Yet would make the rotation more active, with Assize being used like Plegma, Water/Holy being used after every 4th Stone/Glare, and Presence of Mind activating a powerful burst high-element spell combo.
Unsure about but curious:
A) Trait at level 50, Medica upgrades to Medica 2. Medica 2's initial potency increased to 250 to 400 to match, otherwise unchanged. If this is done, though, Afflatus Rapture might be the Lily effect of Cure 3 instead (since stacking the HoT would just be weird in cases you need to cast several at once), but that might cause more problems unless Cure 3's radius is expanded. This is the one reason I'm not sure if Medica should upgrade to Medica 2 or not.
B) Might have a lower level "Earth", "Wind", "Wave" lower level versions of Quake, Tornado, Flood.
C) A possible change would be to have all GCD heals (regardless of Lily use) nourish the Blood Lily. This would stop penalizing using GCD heals and WHM could become the really GCD focused healer. Doing this, we could potentially remove Tetra and even Assize's healing component if we wanted to, as you'd be using your GCD heals instead to achieve these goals, which is already what the Afflatus abilities are kind of shoehorned into. This one I'm also not sure about, however. Would need some testing to see if it feels good or bad.