So the trusts seem like they were designed to be idiot-proof but at a cost of being extra slow(as a tank i fell asleep during the last fight in holminster, and the trust healer kept me alive as i stopped doing mechs or using cooldowns and this lasted until the DPS finished the fight - i woke up 5 mins after they won to victory fanfare and a chest to open). As a healer you could certainly still fail, but it would probly be because you let yourself die. The fights all go slower because the trust NPCs dont use AoE abilities, randomly prioritize targets, dont interupt abilities, and will sometimes stop attacking altogether while they do mechanics(yes, even the ranged ones who should certainly still be able to cast). A player group will typically be 10-15 mins faster because they dont always have the previously listed defects(some players will test this theory of course), meaning that a full player group could afford 2 or 3 wipes and still probly be quicker then the trust squad(with the added benefit that if you dont understand a mech you can ask rather then just try to copy what the NPCs do - and the added detriment that players might be mean). Personally what ive been doing for new dungeons is one trust run to take my time and look around(figure out the mechs on my own), then a normal run(once i finish the story) so im up to speed for when it shows up in roulettes.