(Necro bump, as is promised)
Heyo, as promised, I read through your WHM post. I'm still processing all of it because it's honestly a LOT to take in since it's a lot of text.
But initial impressions, good ideas, but I have some thoughts
First things first, I feel like out of every role that needs to break out of the 60 seconds loop meta, Healers should definitely be the top contender. The 60 seconds loop constraints creativity because it all boils down to "how much damage potency can you dump every 60 seconds." It would be a lot more engaging if it's like BLM wherein you can fit it in raid buffs if you really want to, but you have freedom to do whatever you want. Gameplay designed around parsers lead to stale gameplay, so they can eat shit for all I care.
The gauge thing is a very interesting idea, but I think this doesn't really solve the issue that WHM gameplay has right now. It's still Afflatus Misery, but spread across 3 buttons.
I propose a different mindset for the system. Rather than let the WHM build resources off just DPS, I propose that the WHM builds resources off everything they do, and rather than just 1 gauge and 3 buffs, I propose we'd have 3 gauges that builds up stacks of buffs that virtually have no limit, and propose that WHM should have that decision making aspect of when to heal and when to dps.
Terminology
I'll lay out the terminology here just so it's easier to understand.
Rage of the River - Water buff.
Ire of the Earth - Earth buff
Wrath of the Winds - Wind Buff
Stone - Basic filler GCD. Similar to what we have now.
Aero - DoT. Similar to what we have now.
Water - Insta cast GCD with 15 seconds Recast timer.
Gauge Systems
Overview
There will be 3 gauges that when filled up to 50, will generate a Water Buff, Wind Buff or Earth buff depending on what type of gauge gets filled.
These buffs will never run out, and there is virtually no limit (maybe a hard limit of 15 or 20) so there's player freedom if they want to dump a gauge or not.
The default toolkit for a WHM would therefore be 3 damage GCDs, and 3 healing GCDs. No OGCDs available until they've interacted with the system.
Gauge Generation
Gauge Generation will be unpredictable. You can get more gauge depending on several factors that are completely out of your control, but there is a baseline generation rate so you don't get gimped if you don't have it. It's reliable, but bonus gauge gain is unreliable, resulting in more thought processes and decision making for the player, and thus leading to more dynamic moment to moment gameplay.
Stone will fill up the Earth Gauge. Baseline generation gain will be a + 10. A DH will add +5, A Crit will add +5. A Crit/DH will add +20.
Aero will full up The Wind Gauge. Baseline generation gain will be a +5. A Crit tick will add a +10.
Water will fill up the Water Gauge. Baseline generation gain will be a +20. A DH will add +5. A crit will add +5. A Crit/DH will add +20.
Holy will fill up all 3 gauges. Baseline generation will be a +2, increased by how many targets have been affected by Holy.
Healing GCDs will fill up all 3 gauges:
Baseline values:
Cure 2 will fill up the Gauge by a +10.
Cure 3 will fill up the Gauge by a +20.
Medica will fill up the Gauge by a +10
Medica 2 will fill up the Gauge by a +20.
Healing GCD gauge gain will either scale with how low the players were at the time of healing applied OR how much they crit. Idk, haven't decided yet.
What does the buff do?
Now that we have the buffs, what can we do with them?
The buffs will change the damage GCDs as you described but with more additions. A major one would be that there would be gauge gain if the GCDs crit, DH or crit DH. A baseline hit would give no gauge, but a DH would give + 5, a Crit would give a +10, and a Crit/DH would give a +20.
(They'd also become faster to cast or instant GCDs, I haven't really decided yet.)
Now onto more specific actions.
Stone will just hit harder. +200 potency. Crit multipliers would be higher for this skill. Uses one stack of Stone buff.
Tornado will make your GCD recast time and cast time faster while your DoT will be on the target, akin to Presence of Mind, but it can stack with it. Uses one stack of Wind buff.
Flood will be a cone GCD that will increase the spell vuln up of every target caught into it. Uses one stack of Water buff.
Healing
All the healer GCDs will still be available, the buff just unlocks additional healing OGCDs.
Earth buff will unlock Stoneskin II and Stoneskin I. If the Stoneskin breaks, it refunds +10. If half of its durability is gone and it runs out, it refunds +5.
Water buff will unlock Afflatus Solace and Afflatus Rapture. Baseline refunds a +5 and it scales depending on how much HP has recovered up to a +20.
Wind buff will unlock Asylum and Assize. Baseline refunds a +2 per tick for Asylum, scaes depending on how much HP has recovered up to a +20.
Assize will refund a +5 from a baseline DPS or healing hit. +10 if it crits or DH. +15 if it Crit DH.
Assize will also recover mana, as it is now.
Big cooldowns
Temperance, Thin Air, Lily Bell and Benediction will be available through the buff system as well.
Temperance will function the same, have the same cooldown, but will require 2 Stone buffs, 1 Wind buff and 1 Water buff.
Lily Bell will function the same, have the same cooldown, but will require 2 Water buffs, 1 Wind buff and 1 Stone buff.
Thin Air will function the same, have the same cooldown, but will require 2 Wind buffs, 1 Stone buff and 1 Water buff.
Benediction will function the same, have the same cooldown, but will require 3 of each buffs.
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Obviously values would have to change, but I feel like this would add a little bit more juggling for a WHM.
It requires a lot of decision making in the job, which adds a lot to the engagement factor.
Overall though, good job. I'd have to think about the AST and SCH and SGE ideas, but that's it for now.