Switching gears - otherwise referred to often as decision making - is frequently seen as a core aspect of healer design.
The "s I said before, we have 4 types of people that play Healers, in large part (oversimplification, but one that captures most everyone):

1) Those that enjoy healing and not doing damage/damage rotations.
2) Those who enjoy buffing (and healing).
3) Those who enjoy healing and doing damage.
4) Those who enjoy doing damage and want some healing utility for their friends."

As you say, it's an oversimplification, there are additional categories and there are likely people who would not agree with your definitions of healing vs utility, i.e. this "healer" vs "support" vs "hybrid" vs "DPSer" does not presently exist. However, you neglect to mention or cite a very good survey attempt that (unless my memory fails), virtually every healer job indicated a preference for more damage skilling and note that none of them indicated that they did not want or would not be able to maintain their ability to heal.

Should this be done, that doesn't mean that mean that those who don't want their current job are left to "pound sand". It means that they need to adapt, however in the current state there are healers who fall into category (1)- and in a great deal of content it still gets completed with them.

However, in the current content, those healers who want more- THEY actually are being told to "pound sand" as they cannot find engagement or optimize with their current job and encounter design.