Currently the idea of “if they ain’t dead or dying on the next attack, they don’t need to be healed. 100% HP is the same as 1HP in technical standpoint” is actually hurting Barrier healers and mitigation type play. I think a very solid way to make healing over all more important, especially barriers/mitigation, would be to add HP dependent buffs and debuffs.

All roles will be affected.

Full HP = 2%dps gain.
<60% HP = -3% dps debuff
<30% HP =-5% dps debuff

Tank mitigation:

PLD: full heal on self and person affected by skill Cover upon activating Hallowed Ground

WAR, reflect % damage taken back to enemy while Holmgang is active

DRK: upon successfully triggering Living Dead, gain 5% dps buff until the end of Living Dead. Effect persists even after receiving healing.

GNB: upon activation of Superbolide, accumulate damage similar to Wildfire to a maximum potency, that can be triggered by pressing the skill again. New ability will be held for 15 seconds after Superbolide ends, else it will disappear.

Dps:

Give certain dps more mitigation per role type, like aoe mitigation for RDM and BRD, and self mitigation for maybe DRG (and tether partner)