I'll preface this with saying that I'm not a fan of WHM. I've never been, so I am no expert on the job.
That said, I as still a healer main, and it's not like there aren't things which appeal to me in WHM.
WHM has always been seen as the primary healer, the one who did the bulk of the healing work ever since ARR, but between the excessive homogenization (why is WHM a better shield healer than SCH, the preeminent and OG shield healer?) and the oversimplification, I had thought that there was a way to both make WHM accessible to new healers while keeping them fun and viable for endgame raids.
That idea was something which I had mentioned here before, but that was as the GCD healer.
The idea is that WHM's core abilities are all GCD abilities. Rather than rely on a whole bunch of oGCDs and use GCD spells as backup and DPS, GCD spells become the core of WHM's healing and offense.
The heals would need a bit of a potency boost of course to balance out the fact that most of their oGCD heals would have to be stripped out or converted to GCDs. In turn, I think every one of WHM's GCD heals should provide lilies, the main WHM mechanic which I find to be one of the brightest bits of WHM's current kit. Of course, automatic lily generation would have to be stopped for this sake.
But unlike as it is now, lilies won't be used to fuel WHM's oGCD heals. Instead, you stock them up, and once you get three or five of them, they are converted automatically to single blood lily. That blood lily can be used as it is now, though I suppose that afflatus misery's potency would have to be balanced so that it's potency would equal the number of GCD heals you do get a blood lily times the potency of Glare.
Even if you use almost all your GCDs healing, there would be no potency loss on offence.
There would have to be more changes to make long periods without significant healing to be more interesting.
Perhaps for the sake of returning to WHM's lore roots, WHM could lose its two existing attack spells and gain three different attack spells of differing elements? One water, one wind, and one earth. In addition, there could be a final spell tied to each of the three: commune with nature.
Commune with nature could be a spell which generates a random buff, one corresponding to the three elements WHM governs. The buff will increase the potency of the next attack spell of the corresponding element. In addition, the attack spells could all be instant casts to give some additional mobility.
Anyways, this is my proposition for making WHM interesting again. A new skill set which would be easy on new healers, while giving space for veterans to stretch into. It might not be the most complex, but combined with the usual oGCD heal buffs (will need more than just one 20% buff every 120s) and some raid utility skills, I think it would make for a healer with both a solid identity and an enjoyable play style.