This is a personal taste thing, but no, it didn't. WHM in ShB was pretty fun to play, and most people loved the heck out of the Lily system and Misery. It even got to briefly stand in the meta comp here and there. I'm trying to remember for sure, but Misery was close enough to damage neutral that using Lilies for movement and downtime was still a thing. WHM overall felt good to play WHM was probably a 2/10 in SB and somewhere from 5-7/10 in ShB. It went from being borderline unplayable with systems that made no sense (e.g. Cure 1 and Cure 2 having a CHANCE to generate a Lily and place a Confession stack on the target for Plenary to pop into a heal) into actually being entirely DPS functional while more than capable of being an effective healer with good personal DPS.
6.0 actually made it worse because Glare got stronger and Misery didn't, so instead of Misery being worth 3 Glares, it became worth something like 2.5, making it a significant damage loss in most cases and counterintuitive to use. Aquaveil's all right, but Lilybell should really be a 2 min CD. Allowing it to be detonated early and making Misery truly DPS neutral were both good changes.
I do agree that the LEVELING makes no sense. At the VERY least you should get Solace sometime before level 50. Personally, I'd make Solace at level 30 (where PoM is now) OR 35 (where Regen is now) (in which case make Regen 30), Tetra or Presence of Mind at 50 (where Bene is now), the other of the two at 52 (where Solace is now), Benediction at 60 (where Tetra is now), Rapture at 70 (where Plenary is now), Plenary at 76 (Rapture is now), and probably make a low level oGCD "Stoneskin" as a weaker Aquaveil that upgrades to Aquaveil (or vice versa) at 86.
Could also swap Thin Air (58) with Misery (74) to let people start casting Misery early.
Imo, things like Thin Air, Presence of Mind, Plenary Indulgence, and Benediction are really "high level" abilities. Partly in their effects, but they're things you use more in high end gameplay like raids and stuff, but they're kind of pointless overkill in leveling dungeons. It would make far more sense to get Solace at 30 than PoM, and Tetra should be given earlier than Benediction - that's just a relic of ARR level cap being 50, not a logical progression of the modern 90 levels of curve. I've always felt the base/core rotation of Jobs should be established relatively early (by level 50 or 60) and then all the extra modifiers and oGCD CDs be sprinkled in (along with upgrades like Stone to Glare) after that. And I don't mean direct oGCDS - things like Tetra or MCH Gauss round should be early. I mean things with indirect effects. PoM does nothing on its own. Thin Air does nothing on its own. Plenary does nothing on its own. Those are modifiers used in optimal play rather than direct spells, which is what you need while leveling.
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Well, keep in mind I AM thinking about it as "Dia but for AOE", not a second DoT to use in single target fights. Right now, Holy is 150 while Glare is 310, making Holy (approximately) damage neutral on 2 targets (a slight loss but for trash packs the Stun mitigation may make up for it; it would need to be 155 Potency to be damage neutral on 2 targets) and a DPS gain on 3. Likewise, making Aero 3 an AOE DoT of 30 potency for 30 seconds would make it do 300 Potency of total damage, slightly below a Glare. This would likewise be a SLIGHT DPS loss on 1 target while being a DPS gain on 2 or more, making it logically slot into AOE situations without changing the single target rotation.
I suppose you could do something like have Assize proc "Aeroga" or something where it does 150% damage all at once (instead of a DoT) so every 40 seconds you'd want to use it and that would also mean using it (just after Assize) during burst windows or something. But absent something like that, this would only be a change to the AOE rotations, which isn't so much a rotation as a one-button light show.
Though I do apologize/forgive you for that since I didn't make it clear (in either case, single or multi target) other than saying in passing I liked Aero 3 and wouldn't mind it back.
But I take it you agree with the rest (AST/SCH/SGE) being more or less what I've been proposing this entire time?
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I think the problem is, "this affects those players who are interested in optimizing their gameplay" tends to ALSO affect those players who are not. The only way to do it is to make the gap trivial OR make it entirely unnecessary (e.g. such lax Enrages that no one cares about healers doing damage or not). As no one is arguing for either of those changes, there's no way to do this that won't affect those other people.
The only solution - absent that - which I can see would be to make one healer not require it. Then players on that healer simply don't have to worry about it, and no one will be blackballing them since they'll be doing the same general overall performance as the people who are pushing optimization playing the other Jobs.
Can you show me a case where this isn't so? Where the optimized difference is not trivial/unneeded AND people that don't want to optimize can play those Jobs in the same content (this includes Savage) and get the clears they can get in live right now AND where the community won't be blackballing them for not doing the optimal damage?
I don't think there's a way to achieve that. Do you?
And if there is not, then the only solution is to have one healer that does its optimal damage as it does now. As the Misshapenchair quote I gave earlier states, the people complaining about not doing enough more damage should be told that they're playing their more complex Job to be engaged and have fun because that was what they wanted.
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Further, if we did change 3 healers (and readded nAST), would this not attract more healers and help in retention?
I do recognize it means WHMs who want more complex rotations would have to switch Jobs, but it also means all AST/SCH/SGE who want simpler rotations would ALSO have to switch to WHM. If we changed all 4(5) of them to be more complex, it would mean all players of all healing Jobs who want simpler rotations while still clearing the content they do today would have to swap out of the role (probably to WAR) or quit the game.
Changing all the healers strips people of content they have right now entirely.
My personal position is that changes should always be made when they add to things but don't take things away. My proposed change might mean people have to swap Jobs, but it means everyone who has access to content today has an avenue to still access it while the healer role is opened up to more playstyles to attract and appeal to more additional players (or healers that play healer right now but are bored/want more from it). This means taking a BIT away from Paul but making Peter happier while not really taking from Paul as he's still able to do what he wants.
The position proposed by you guys actively strips some players of gameplay they are allowed to engage in today, and thus is taking away from Paul to make Peter happier at the expense of robbing Paul of the things he's doing today that make him happy.