I think, besides the programing aspect, that they might be stat squishing for healers.

What I tried to describe before having play from launch of ShB where they brought healer attack options down, which I felt was in response to some of the community asking for healers to focus on healing, was in the begining healers had to heal quite a bit and then a bit.. and then everyone was geared and basically healers only healed sometimes but had to attack a lot.

The stat squish, I'm guessing, is also to help with their balance in part to help make healers better. As a healer the stronger everyone gets the less important your job (as healer) is. Of course you can still do damage, but if they wanted a healer to focus on healing then they need to make sure people don't grow so fast. Even then healers will still have a slight problem at the maximal differences... so probably should ensure at least a healer or two have some engaging combat loops (one can remain simple for those who prefer that style).

But to reiterate I really hope they ensure, via some means, that unsync remains equally if not more powerful. That could be starting with echo unsync, new consumable item that buffs you unsync, or perhaps some continued support of blue mage when solo (like I suggested perhaps blue mage obtains primal instinct which gives them all three mimic forms at once, and add a few more abilities that only work in solo situations or at least have modified reactions- like Angel Whisper solo can be auto-raise like it's been in most of the series).

I'm okay if they improve the experience for the normal DF curve, but I hope they take mindful steps to ensure they just didn't kill the unsync experience. Like I hope they go out of their way to make sure, not "meh, maybe we did, maybe we didn't- you find out" lol.