I'm going to just post a quickie

The best and most trusted players you know require minimal healing to no healing, which leads to extreme boredom. Especially past progression stages in high-end content. Duty Roulette is a wild card with older dungeons regularly have players that will not use CDs and literally run AV in lv1 glamour gear, which leads to random frustration and difficulty spikes between levels 41-50. AV is still on of the hardest dungeons because of this. Sitting still for six minute during a boss fight with zero incoming damage isn't hard to find in several EW, and more of them should have been like the Magus Sisters, IMO

Other notes: WHM is uncomplicated to an extreme since 2.0, AST is only engaging by being the most busy, SCH is the least tactical, and SGE just looks interesting from far away. The removal of nature based spells leaves WHM aesthetically boring and ignores it's lore too. AST lost so much of it's lore, potential, and nuance in favor of simple balance fishing, which was not helpful in AV or salvaging runs. And, since AV absolutely loves me: Balance was the second worst card to draw in the first room and for under-geared or DPS-geared tanks, which DPS are usually just not aware of at all. Basically, everything about healers feels like they're designed for non-support DPS numbers and low-skilled or new player carrying. 5.0 was just the worst, and most healers need to be completely remade at this point

It's hard not to be frustrated about HLR design, and the shortage of healers for two expansions is the result of the dev team's design philosophy. The early warning signs were literally the Physical-ranged classes, and the design calls for literally a negative skill-ceiling