Quote Originally Posted by ty_taurus View Post
It's really bizarre, the way healers and content continue to be designed in opposition to one another.
The funny thing is that 1.x actually had something of an incidental mitigation for this issue:

All enemies had TP, and enemy TP was generated (variably) in the same ways that LB is now -- damage dealt, taken, mitigated, healed, or upon specific conditions, etc.

The downside (or upside, in this particular case) of this is that the faster your burned down an enemy, the faster their damage potential would be dealt back to you. While you could fudge this on mobs by TP-draining them or stunning them before a would-be big hit as you finish them off, on bosses, higher raid DPS could very easily equate to higher raid/tank damage taken.

Of course, we could say the same also for damage quickly coming out at the start of each %HP-based phase, with protections against later damage spikes being so easily skipped over by pushing into the next (each phase opener hitting harder than later spikes therein). But alas, we've since embraced our lord and savior, the statically timed script.