i agree, there is a problem with healer feedback, but it's the same problem as any feedback: ask 10 people their opinion on how to make healers more attractive as a role to main, and you'll likely get 10 different answers. i guess the trick is to look at the overlap in the answers to find 'the changes that most people would be ok with', since it's a very heated topic and people dont want to back down from the idea they believe is 'the right one' (myself included)

the thing is, the healer role hasnt actually changed in terms of it's designed goal, that is 'do damage to kill the enemy asap, while keeping team alive'. ARR was a jank time when people were trying to work out the systems of a new game reborn from the ashes, so of course the early clears of raids were going to be very jank looking. Early HW started to see a transition to more focus on pushing dps, where tanks started to experiment more with dropping into DPS stance (rip Deliverance we miss you), with the final tier Creator solidifying the concept of tanks and healers trying to push as much damage as possible. SB removed Cleric Stance dancing, making the ability for healers to DPS more accessible, you could no longer lock yourself out of being able to heal, you just throw a Stone whenever you see you can afford time to. This, i think, was the right balance of 'accessible' vs 'engaging complexity'. Being locked out of doing your role wasn't ever a good thing, it'd be like 'oh you're in DPS stance on tank? ok you cant use any mitigations!'

The issue started with SHB, where they removed actions from the DPS side of healers, to make them all behave like AST. 1 nuke, 1 dot. the issue is, AST had to have that more 'simple' rotation because of the card management, porting it over to WHM and SCH when they dont have a system on the side to justify it was not sensible at all. It'd be like if they ported MCH's cast times from HW over to BRD for the sake of 'well they're in the same role so they should both have the cast times'. Oh wait, they did that, meaning that with this healer 'make them all 1 nuke 1 dot' change, they had a previous example of what happens when you enforce design parity across a role, and still charged ahead to ram it through. Now we've also got the 'pure vs barrier' split rammed through, which has IMO not worked at all, as SCH SGE is an incredibly strong comp, yet WHM AST cannot function in high end content due to lack of mitigation. This brings to mind their idea in SHB that they'd be making 2 of the tanks 'Main tank' and 2 of them 'Second tank/Off tank', which fell through right away and now we have 4 tanks that can MT or OT as needed.

Saying 'i hope healer will not change in his core' is a sentiment that i think everyone will actually agree on. Healers should be as easy to pick up and play as they are now. Noone should pick up WHM and go 'oh god what do i do how do i keep the team alive', it should have clear simple 'this heals 1 person for lots' and 'this heals in an aoe, and puts a regen effect on everyone' buttons. The proposal I and some others push for is to just put some engagement back into the role via making the DPS side of things more interesting again. We, whether you want to admit it or not, have a LOT of time spare in this game where we can throw out damage. In fact, any EX roulette I do as a Sage, it's a genuine surprise if I have to use a GCD heal, because we have so many OGCD tools to use, they're just not needed. This means that my 15 or so mins experience in EX roulette GCDwise is to press Dyskrasia over and over, until we reach a boss, then press Dosis over and over, refresh a dot every 30s and press Phlegma every 45.

To you it may feel like you get a different experience with each content or group, and I dont want to try and tell you you're wrong, I've had experiences from group to group where I have to shift skills around because my cohealer this time does a different thing from the cohealer from last week. But the end goal of every fight, as you learn it more and more, is to get to the point where you execute the perfect rotation you would on a training dummy, or as close to it as possible. For healers, that rotation happens to be exceptionally dull to many players, so they're asking for change. I don't want to completely upend the role and make it 'gigabrain only you must have 190 IQ to understand how Esuna the debuff', the healing side of healer can stay as it is IMO. What I'd like to see is just 2 or 3 skills added for doing damage, something to spice up the humdrum Glare spam. Even a change as low effort as 'when your Dia ticks on an enemy, it has a chance to proc a buff that makes your next Holy hit for 300% damage', making it a gain to use a Holy in singletarget, would be something at least. Not as much as many would like, but it'd be a very small start, and as they say, 'the journey of a thousand miles starts with a single step'.

The final thing to note is that while people can get very loud about their opinions on the role, we don't (at least, i don't) do it out of malice or hatred of the role, the game, or the casual playerbase SE is appealing to with the changes of the past 4 years. We do it because we love the role, we love the game, and we want the causal playerbase who get into healing to have fun and enjoy it, but also give them the chance to grow in skill and technique as they play the role. Keep healing accessible and easy to understand, make the damage side of the healers more engaging, and have the 'maximum engagement' be the game of 'how can i use the tools i have to heal with, in a way that lets me do as much damage as i can?'. After all, 'boss died' is 100% mitigation for your party, so helping to get 'boss ded' to be a thing is just doing your job, right?

sorry not sorry for essay