I have a story. It'll be kinda long, but I'll see if it resonates at all with XIV's forum healer enthusiasts and the relationship we have with the way the development team views healers.
Once there was a tabletop RPG called Pathfinder. Its first edition had been out for a while, and the designers began work on a second. Now, while tabletop RPGs have an infinite amount of creativity inherent in them (as you can homebrew or change rules wherever your group pleases), officially-run games are a different beast. The person running the game has to abide by the base rules in the core book. A part of this includes ingame stores; you can't restrict player access to items that are present in the core rulebook. When players level up, they get points to use on buying items and can buy whatever they want. The point of bringing this up is, if the game designers don't like something about how this works, the normal answer you give the average player of "just change the rules you don't like" doesn't apply. They'd have to design the behavior out of the core rules.
One of the behaviors that the game designers -really- wanted to do away with was the infamous Wand of Cure Light Wounds. It became a staple to buy a few on hitting level 2. Players would grab some wands, then spam healing spells as needed between combat to patch back up and keep going. The initially proposed solution to this was a brand new system for interacting with enchanted items that severely curtailed the number of times you could use a wand in a day. There was a discussion about this among some long-term fans that got really interesting. Summarizing it:
Players didn't decide to start buying these wands out of thin air. They started doing it because it was a logical thing to do. If you stop me from using wands, I'll tell you exactly what I'm going to do. I'm going to town and finding a group of NPC clerics for hire. I won't even ask their names. I'll call them Cumbersome Wand of Cure Light Wounds numbers one through five and pay them to sit outside in a wagon, then spam healing spells on our group between fights. The problem with this solution here is that the game designers are punishing the players for finding a shortcut solution they don't like to the real problem. You know why players are opting to buy healing wands? Because healing gameplay design isn't fun. Outside roleplaying reasons, basically nobody plays this game for the pulse-pounding thrill of loading up their daily slots with Cure spells and playing the health battery pack for the rest of the party between pulls. You don't need a warm body to fill this function; you could basically script it if it were a game we played online. Conveniently, since this entire role can be replaced with a wand, the players can choose classes with more fun and interactive design while not losing the important ability to heal themselves up after a fight. Make clerics fun and attractive to play without reducing their ability to keep the party alive, then you've solved the problem.