Quote Originally Posted by AnotherPerson View Post
But at that point, what's the point of even having relevant DPS heals when they become so weak that they serve literally 0 purpose? It's not going to save you in a pinch in solo fights, nor will they be any more useful if they're nerfed outside of high-end party coordination. At that point, the skills are just there to take up hotbar space. Individual DPS jobs would just lose their own identities and self-survivability in the process, benefitting no one.

The problem isn't the healing from other jobs. Their healing is already weak enough and spaced apart as is, but jobs have been able to do content without healers. That implies it's a problem with how much total unavoidable damage there is. What needs to change is either raising the unavoidable damage players take more frequently or making the healer GCD more interesting instead of the same button over and over again.

If they won't raise damage requirements (as they said they won't do), then all that can really change is giving healers a decent GCD rotation.

That means both reducing the number of healing abilities to encourage more GCD healing and increasing the number of GCD DPS spells to change up the GCD playstyle. That way, healers aren't forced to spam only Glare or Cure II.
I don't really think the developers really understand how healing can work considering they continue to completely simplify every mechanic that requires consideration (i.e. enmity, MP). The only solution is as you say, to expand healer DPS kits through GCDs, and if they had a skill-floor/ceiling between WHM and DRK there would be far fewer complaints from casuals and high-end raiders alike.