I would agree except that I think going a step further to make them "not an item" and just exist as a general action would be a good idea, because otherwise it's just clogging up inventory space and providing folks with a reason to not bring them (ran out of them, didn't know about them etc. Heck, almost every week I run into a new player that doesn't know about Limit Break and that's for free). Having them as a reward from roulettes would also make them feel even more scarce, making players less likely to use them or more grudging of players that need a rez, or it would make the classic double/triple/quadruple rez a real facepalm moment.

Others have mentioned using Antidotes, Spine Drops, Smelling Salts and Echo Drops and the like, which are all really great tools very, very occasionally, but most players don't use them because they take up space and don't know they exist, and maybe a smidge of 'elixir syndrome' where you just don't wanna use consumables, ever.

I think the idea is to make rezzing more available so that healers don't have to shoulder that burden. Their job should be focused on preventing death in the first place. I also don't see a reason to arbitrarily restrict its use in all but the most specific of difficult duties like Savage Criterion, because enrage timers basically already exist in high end content to prevent sandbagging with rezzes forever. So, allowing more people to rez doesn't guarantee that you'll win those encounters, just that you'll have more opportunities to see more of them, and help your group learn them quicker.