The En- spells made whomever the WHM applied it to, do a followup spell that did BLM magic or applied that element to their weapon and whenever there was a physical attack it did damage. (XI, XIII, some spin-offs). Example, Enthunder would cause thunder damage after a physical attack, it would be cool to resee them as actions as it is also in this game but an enemy thing, probably won't happen as they've done away with the element system. (Would be interesting if they re-added it in this perspective). Regardless, what you said may hold some precipice but isn't 100% true.
To be fair also, most games in the series were turn-based and required you to use healing. "White mages" also included some mixture of another class(see any whm after V). The earlier iterations( before V) of the series whms place was locked in given white mage was the only answer to AoE healing or the best one (it could stand alone). In this game, that isn't true given other classes can heal (even ones that aren't healers)
In this game:
- Healing is required very little
- Some of the more iconic spells to the class have been removed from white mage or aren't a thing: Haste, Slow, Shell, Protect, Dispel (Not a thing {In Bozja(?)})
- Nothing has been added to fill in gaps
- White Magic does not answer anything by its lonesome like it does in for the rest of the series [so it makes for a bad comparison when you compare the rest of the series to the current white mage in 14]. Example: NulTide/Barwater blocking water damage, that's not a thing here.
- Healer downtime is a real thing, 1 button press.
WHM in its current state in 14 is unlike any WHM in the series (in a bad way) and the healers in general TBH hold the same regard. Healing is a joke in this game and, as mentioned, is required infrequently enough to make it unjustifiable to have as many heal buttons as the healers do currently.