The request for more fun DPS rotations is mainly because most of the time we're not actually healing and the problem is that it is boring as heck. And it seems like the best way to handle that problem whilst respecting the game's design and healing difficulty. A lot of the time, we fend off people who make the fallacy "if you want to DPS play a DPS" and it's true, but we actually want to heal, DPS is just a part of it.
As one on the "we need better DPS" side of the argument, I am still game for busier healing, because ultimately my main complaint is that Broil and Art of War spams with 30% healing 70% DPSing ratio to be really, really dull, SCH used to handle this problem with a better DPS rotation, but the best version of SCH for me has always been 2.0 and finding similarities of it in SGE I think is going to make me want to hold onto it. I like that it feels weaker because it means I feel like I have more to do. But at the same time, it isn't actually weak, it just has a higher difficulty curve to learn and benefits from you reading encounters more.
But I think it is good that not everybody likes SGE. I think all healers should play differently and appeal to different healing styles, because if you don't like how SGE heals, you might like how WHM heals as an example. I find the big problem has generally been "healers should do this, healers should do that" whereas it should be a lot more job-specific...because otherwise what you get is a more homogenised approach.
SGE has more DPS tools and a weaker pure healing kit but shines with its shields and damage reduction? Great, that's the kind of kit that I want and missed from 2.0 SCH. Sure it's DPS tools are a step down from 2.0 SCH, how busy I've felt so far I feel compensates it. Though that may change but I hope not.
I feel like the danger with the complaints about it feeling week is that do what they did to 2.0 SCH, give it better heals and find suddenly it's OP. Because the people who've optimised it better will be able to output even more DPS.