I'm gonna make the argument that healers need to be hit with the design philosophy behind Quickened Aetherflow across the board in order to be more accessible to new players. For those who don't know, or need a recap: In Stormblood, Scholars had this as a trait: "Reduces Aetherflow recast time by 5 seconds upon execution of an action that requires Aetherflow."
The design of this ability guides the player on how to play. "Use Your Stacks!!" Find me a scholar who doesn't agree that using your stacks up by the time AF is off cooldown is good play- I'll show you a liar. This trait guides the player by rewarding good play.
On Shadowbringers launch, this trait was removed. Energy Drain was also removed, but at least that was added back, which returned us to a state where utilizing your stacks to the fullest is part of Scholar's gameplay. That means using them on healing and mitigation first, then treating yourself with some Drains with your spare change. I believe Quickened Aetherflow is still sorely missed, though. Not only should it be added back, but I think every healer is STILL lacking similar key features that help improve accessibility by guiding the player towards making good gameplay decisions. This is because it is an instance of "breadcrumbs"- positive-focused design that rewards the player for good play. I love getting the damage buff in E8S, for instance, and I'd LOVE love love, absolutely adore, seeing similar mechanics used liberally from here-on in. Not just in encounter design, but job design as well.
White Mage sort of has this in the Blood Lily, but has the awkwardness of sometimes encouraging you to use heals when they'd be pure overheal, just for the sake of the mechanic. Overall, I'd like to see that system be more developed, to remove instances of encouraging bad play. It's ALMOST great.
AST is sorely lacking in breadcrumb design. The current card system causes a lot of Autopilot Brain, which isn't great. I'd like to see the added breadcrumbs here- since AST dishes out buffs so frequently, I'd like to see their design encourage stacking multiple different damage buffs as a player-visible mechanic, to make the practice of the "raid buff window" something that you don't need a discord or a wiki or a google doc to teach you. It's good play, so please, encourage it in a way that a total newbie playing AST gets rewarded by game- and job-design for good play.
Want new players to have an easier time learning how to play healer jobs, devs? Then you need mechanics that provide guidance baked into the job itself. Reward the player for good play, and do not reward the player for bad play. Try to avoid punishing them for bad play- withholding the reward is punishment enough. And, for the love of Nophica's bosom, please don't go trashing systems that were working to do what you tried to achieve in the first place!!! I'd love to hear thoughts and ideas on how to implement breadcrumbs to improve job design!
edit: post's a bit long, hope emphasizing with b/i/u helps improve readability, 3kchar
edit2: My goal is to get the devs to consider this. Any 'Likes' you can give will improve those chances. Please leave a 'like' if you approve!