Firstly design:

First the most glaring problem is the new Minor Arcana which gives a 50/50 chance of a heal or a damage spell. I'm sorry but this is just the worst design. There is no situation where you are happy to have an RNG heal vs dmg spell. Either you need a heal and are disappointed if you get a Lord or you don't need a heal and are disappointed if you get a Lady.

The only way to use it is if it replaces a gcd heal, to match the damage of Lord. But it is also only 400 potency so it is not even so simple as replacing an aspected helios, it would have to replace helios casts, but that is very rare to cast. So instead you have to shift a bunch of ogcds and instead of one healing plan for a fight we need to have a branch every 60s for whether we get a Lady of Crowns heal or not. In an 8 minute fight which is rather short that is already 256 different possibilities. Of course no one can memorize that. Instead you can only hope for RNG with no input from the player.

The second problem is Astrodyne. I am sorry but this is just the saddest skill ever, to buff our personal damage as the job which has the lowest personal damage in the entire game. It is just contradicting everything that Astrologian is as a healer which supports the party. They want to make divination guaranteed 6% instead of relying on seals, and now they need a new use for seals so they add astrodyne. But that is so unnecessary because with the 5.3 sleeve draw it is already so rare to have 2 seal divination, like only 1% chance in the opening. It only happens if you are really trying to greed for optimal card plays (like double melee cards) and it backfires. Instead even that small chance could be eliminated by just changing sleeve draw to be on 120s cd so you can use it for every divination which also fits with the 60/120 design of EW. Instead we have this weak personal buff, i am sorry 5% damage on 250 potency malefics? And now imagine you draw a bad card, instead of choosing between a better card buff or a better chance for divination, you are now choosing a better card buff or a better chance for buffing your own damage. That is such an awful decision to make as a healer and support, and even more stupid when you consider how small 5% on AST's personal damage is.

I think both these problematic designs are just stem from wanting to have more dps buttons for healers, without really thinking about what it means to play healer and how the gameplay actually feels. It is adding complexity and nonsense without actually adding any meaningful or fun choice. Before, all these skills interact in such an elegant way: with just a single card, you can gain it by draw or sleeve draw, control it by redraw, choose to play or turn it into minor arcana, and finally combine it all into a powerful party buff. Astrologian was a healer with both pretty style and pretty gameplay. Now we just have a bunch of random buttons that we press every 30/60/120s.