I feel like the hardest thing about something as integral as Aetherflow is to try to deal with it in any sort of function-first approach, let alone in isolation.
Though I haven't has as much time as I'd like to progress it, my current approach for any broader SCH design improvements, much like for CNJ, is to first start at the roots and level the kit up over time, trying to find something compelling at each step of level progression, rather than taking a top-down approach.
Given SCH's ACN roots, that seems to orient around very unique takes on MP. Of course, for any of that to be pulled off, MP needs to first be a mechanic beyond merely a rez charge meter (or, for that to be the case in more than a mere <5% of content).
Which means, to have the liberty/license to make SCH far more compelling... I need to be able to tap into broader changes and fix the dysfunctional systems that surround it. RIP.
Well, again, that'd just depend on the in-practice frequency and burst thereby made available. Given single cost and three charges thereof per minute, burst wouldn't likely be too affected. Their CDs would doubtless have to change, though. And, of course, you'd lose the ability to not only shift around forms of healing within that difference in cooldowns, but to trade out would-be excess healing (or, in a more ideal context, the ability to trade burst for sustain).Make Aetherflow abilities CD based and remove Aetherflow? oGCD healing goes thru the roof...
This one seems the most lucrative question to follow.Have it function like Addersgal? Apart from the obvious homogeny, Energy Drain becomes problematic due to how easy it is to regulate its usage that rises SCH's DPS and make Gauge Generation into a bit of a joke.
Consider: What would be the difference in affordance between (A) a 6-charge maximum Aetherflow that starts at 3 charges and builds a charge per 20s and (B) what we have now, apart from needing one fewer weave space per minute (which we had more than enough of anyways)?
Between the current version and a 3-charge maximum Addersgall-like system, there's a faint difference, but only for dumping an extra 3 Energy Drains into even-minute bursts; for all other uses of Aetherflow, there'd be little to no practical reason to pool that many heals, given the efficiency you'd be giving up in leaving Soil, Excog, and Indom untouched.
In terms of playflow, there's the obvious difference of "must hit button as near as possible to on CD (delaying at most 1-2 GCD during the second buff cycle only)," but, again, that's it.
Surely we could do more with an active button-press being attached to our resource generation? Something to actually make that button-press good for more than a wonky trade-off for having an, effectively speaking, 6-charge limit?