I'd even understand it more if the lilies applied regen effects. Sure, the target might be healthy now, but a good ticking regen has wider windows of usefulness on a tank than a Cure 2 healbomb. It would still have the same terrible perverse incentive system, but you'd have more chances to get something out of it. Take Astro's cards as an example. They may be busywork. Their effects may be negligible. They may be bloated to hell and back. There's no reason for there to be six total cards other than a weird marriage of history and modern expansion flinging things at a wall to see what sticks. But -what- they reward you for doing is the right thing. What they encourage you to do is the right thing. You get to make choices about applying buffs to party members, and these buffs explicitly have "right" and "wrong" choices baked in, so you're rewarded for paying attention and being selective. You're not rewarded in a way that's noticeable or that feels good, but they're at least aiming you in the direction of wielding things in a skilled way before they shoot their underwhelming shot.

WHM's job gauge aims you at chadding your cohealer, timing your spells so their primary effects would be afterthoughts, blowing your resources whenever and rewarding you no matter how thoughtlessly you barf heals all over the place. Like a Sylphie. WHM's job gauge encourages you to play healers like a Sylphie. The people who are terrible healers. I want the perverse incentive system turned around, because that's what I see the OP complaining about, and I totally agree.