This discussion makes it clear why fight design is so important to the feel of the jobs

My favorite part of healing is where I get to bring the utility of saving someone with actions like lustrate or benediction in quick response. This generally only happens on errors on their part, and it's now also a capability every tank has.

Slowly healing the party between hits to get out more damage using fight knowledge doesn't feel as rewarding when that damage is just 1 1 1, I think, but also when I don't even have to plan to have an oGCD because I have so many.

The more they want to put in longer, more complex mechanical dances, the less damage usually comes out because often damage is tied to failing those dances and there can only be so many minutes in a boss fight.

Job designs even beyond healers affect how it feels to bring their unique support, too, though. Like, every new expansion RDM gets a longer combo making it more disruptive for them to provide their rez support, and likewise SMN used to have passive egi and DoT damage continue while rezzing but now has an incredibly tight window to spend everything. And if it weren't for the fact we've gotten so little else, I almost want to say that Expedient should have just been a pRange or BRD cooldown. Peloton already exists, and they were the o.g. Swiftsong, after all.