It's been said before as well, but is worth reiterating...

There is still room to shake up future combat encounters to some degree. You can feel a difference between ARR and HW encounter design vs more modern encounter design, for example, and yet it still stays within a certain margin of rhythm. It's possible to shake up the general flow within a similar margin of difference. But it's unrealistic to change encounter design enough to actually shift action dominance away from DPS tools. As Semirhage said, there will always be a skill gap issue, and the primary issue we keep talking about over and over and over is how the better you get, the less rewarding healing becomes because your reward is a monotonous lack of gameplay. If you're objective is resolving that by making healing requirements so intense that those who master healing are meant to heal at a much higher rate than they attack, then the novice and intermediate healers will get absolutely destroyed. It would be catastrophic.

This is why the argument is having DPS gameplay on the same level as the tanks--the other support role whos primary responsibility is also not dealing damage and has even more things to focus on than healers do. It allows those that master the healing role to be rewarded with fun and engaging gameplay, and the optimization of that gameplay is in no way shape or form required for 95% of the rest of the game, so someone who is having a harder time healing will still be able to comfortably clear everything in the game that they can already clear right now. As I said earlier, the only difference is that you actually have to work harder to parse purple or higher--something that doesn't even matter for Savage because many teams will still be able to clear parsing grey or green.