There's parts to this comment (the full one). On one hand I agree, healer mains are pulling in both directions of 'more dps skills' and 'more healing required'. That's just how it is with a divisive topic like this, we're all gonna have different ways we think 'the problem can/should be solved'. Personally I'm on the 'more DPS skills' side, because I do Savage in PF (yes even this tier), I see first hand how hard the bleeds ticked in week 1, and how much they're falling off as a threat since then, because of gear, people getting better at mitigation planning, etc. I also think DPS skills is the way to go, as it leaves the job of 'healers should heal' as it currently is, accessible to new players. Healing and keeping the party alive is the skill floor. By doing DPS at all as a healer, the player is starting to reach for the skill ceiling. So to expand that skill ceiling, we should add to the DPS side, not moving the whole building up by raising the skill floor too.
As an example of removing some healing CDs to make room for DPS stuff, let's say we merged Horoscope with Celestial Opposition, as I suggested in a couple other threads. Horoscope on it's own is kinda sucky, 200p healing unless you GCD heal to empower it. And if you DO spend a GCD to empower it? 400 potency. The heal that empowers it heals for more, at minimum, the same as the OGCD you're trying to power up! Does that really need to be a seperate button, instead of a bonus healing effect tied to another skill as a trait? While some people's DPS additions take a whole rework, others have suggested stuff that works within the confines of what we have now. We don't need DRG's 10button GCD loop here, I'd aim for more something closer to DNC, or RDM. DNC's basic kit is 1-2, with 3 and 4 as procs, and then the complexity is how it builds off of that, with feathers, esprit etc. At it's core, RDM is just 5 GCDs, Stone, Aero, Fire, Thunder, and Jolt for when RNG hates you. Then it builds on that core with a builder/spender system, OGCDs to weave, etc. With healers there's actually MORE room for this, as we can have the 'complexity it builds off into' be healing instead of more damage. We have 'healing feeds into your damage' with WHM lilies, or SGE building Toxicon via E.Diagnosis breaking (though that's a DPS loss that needs looking at, atm), why not look into ways to make 'damage feed into healing'? Again, a certain forum user (cough) made an idea for WHM where Glare, Dia, and a new 15sec CD Banish spell, would charge a gauge, and at 50 gauge the player could use a damage-neutral GCD AOE heal that's nearly Cure3 strong, but without that obscene MP cost.
Some of my ideas, for example (yeh I know self-plug how cringe) would need like, at maximum 4 buttons. For SCH, for example, it'd take 3 slots, to add back 2 extra dots (Miasma and Shadowflare) and a new gauge spender mechanic that interacts with Aetherflow heals. With LB, potion, Summon Eos (sorry Selene) and Repose on a seperate 'utility hotbar' that I click to activate (because they're so rarely used), I'm at 31 binds for SCH. Have Physick upgrade into Adlo, and Lustrate into Excog, that takes me to 29. Delete Aetherflow, make Energy Drain do '300p damage, 1min CD, grants 3 Aetherflow and 2000MP', that makes it 28. Now there's 3 spots to add the dots, gauge spender, one spare slot for LB or potion, and that makes a round 32, the amount of binds on 4 X-Hotbars for controller gamers. There's other ways to get the button count down too that aren't the ones I suggested here too, just these are the ones I'd do. For WHM I'd only need 2 new buttons for DPS, and my hotbars already have 5 spare slots! (with 2 more, I'd add shield options for WHM so it can also provide at least some mitigation, albeit not as strong as SCH/SGE)
The part that does make me think though, is this: People who want 'more reason to use their GCD heals', wouldn't they HAVE more reason to use those GCD heals, if we removed some of the less interesting OGCD tools to make way for more DPS skills? Like, if we removed Horoscope and Celestial Opposition (yes both) to make room for DPS stuff on AST again, players would have to fill the gap in their healing rotation left by these skills disappearing. So doesn't it stand to reason that, if all the other tools are already minmaxed for the fight's timeline, and can't be moved around to cover these missing tools, the player would have to fill the gap with GCDs, like some players want? But these GCDs would be 'you have to use these, you have no choice' and so they're just 'enforced GCD heals'. Nothing would really change, it'd just be 'Ok, this is the raidwide we dont have anything for, so we GCD this one' and then back to business as usual. This is why I'd prefer to see DPS rotations be broadened, no matter how much they try to enforce 'heal more', once we get past the enforced 'heal more' sections we're back to where we are now, Glare Spam till the next 'enforced GCD heal'. And they can't make the ratio of 'enforced GCD heals' to 'free GCDs to DPS' too skewed towards healing, otherwise people wont be able to keep up, both in skill and in MP costs.