I'm not generally opposed to healing leading to DPS. I am generally opposed to DPS leading to healing.
Note that I say "generally". If a specific Job was designed that way, I'm okay with it. But it shouldn't be the role. For example, as I've said before, SGE having a rotation like SMN or even RDM minus the melee component would not be a negative in my mind. As long as the Job can still meet fundamental healing requirements even if they mess it up. For example, suppose (for simplicity, I'll use RDM names) SGE had Fire/Stone, Aero/Thunder, Holy/Flare, and Scorch. Just that. 4 Hotbar spaces (Scorch would replace Fire/Stone, Holy and Flare Aero and Thunder, respectively). If they all did the same Kardia 170 healing, this means if you flub your rotation, you're still generating the same healing, thus meeting "the requirement". On the other hand, suppose Fire/Stone generated 100, Aero/Thunder generated 150, Holy/Flare generated 200, and Scorch generated 300. Now if you mess up your rotation, you might not be meeting the minimum healing requirements.
The reason I think this is important is twofold. The first is that whole "scaring off healers" thing that I think we've both acknowledged is a Dev concern. The second is that the pro-DPS healer player should be accommodated (keep in mind I've held to this position, just not for ALL healers) with a Job that isn't punishing them for doing what they want to do. If it was the increasing model and you flubbed your rotation, you'd have to break out the Diagnosis spam or whatever, which would disrupt the SGE player from what they actually enjoy, the damage dealing. Granted, you might have to do this some otherwise, but generally you'd supplement your Kardia healing with oGCDs instead and only fall back on your GCD heals in cases of emergencies. And by that I mean "24 man opening day" not "I messed up my rotation".
...then again, I'm not a DPS minded player and maybe those who are WANT to be punished with their tank dying if they flub their rotation or them being forced into chain hardcast heals if they flub their rotation? But I would think not. I would think they'd want the tank to stay alive so they can try to reset and get their DPS rotation back on track without having to expend a bunch of GCDs on heals.
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Alphinaud vs Red Mage: Let's be fair, anything compared to RDM is going to look less stylish.

And I'm not sure comparing a character cinematic to a Job Actions trailer is a good apples-to-apples. For example, contrast the GNB Job actions trailer to Thancred using the Job. RDM is particularly stylish because of backflipping and some flashy cast animations mixed with melee. It's probably one of the most dynamic feeling Jobs in the game to watch played. Alesaie doing RDM just before him doesn't look nearly as dynamic as the RDM Job actions trailer, either.
That said: A lot of this is personal taste, I'd wager. To me, SGE's normal attack is fun to watch. I love the animation and the lasers make me think of the Ghostbusters Proton Packs because of the way there's that little plasma swirl around the axis of the lasers. They're laser pointers for Dosis 1, sure, but Dosis 3 looks amazing to me. The big red X from Toxicon makes me think of Double Down. I think Plegma's the only one I'm not super amazed by, but it's also the one ability in SGE's roster I'd really change (make it 15 or 25y, 6y just feels too short). Holos has a lovely animation, as do Eukrasian Diagnosis and Hamia.
I dunno, I guess we disagree, but I love SGE's animations.
On WHM...not really? Of WHM, SCH, and SGE (the three I play), WHM's main cast is probably the least "umph-y" of the three. SGE's is super cool lasers that have thickness and feel like they have some heft to them. SCH's makes me think of the red plasma turrets from Halo, and the sound effect feels like some "impact" when it hits. WHM's feels a little more like...you know in Dragonball Z how sometimes a fighter will fire off a slew of weak attacks and they always do nothing? Lampshaded in DBZ Abridged when Vegita does it to Perfect Cell who replies "Oh, Prince...when has that EVER worked?" WHM's feels more like that. But it also is the only one that kinda floats in the air as it charges the cast (also Holy), which just looks cool to me. So it evens out. I don't really get tired of any of them, no. It's the same to me as the 1-2-3 rotations on Melee/Tanks/MCH. It's the filler thing you do and it looks cool enough for what it is - your basic attack.
I guess that's my take on it, anyway.
I've never really cared for WHM as a CNJ/Druid. I get it's lore accurate, but it's kind of meh to me. So Quake/Tornado/Flood probably wouldn't inherently have me like them better. Besides which, I feel like those are more AOE spells than single target ones. I'm not saying I would hate it, but I'm more saying I'd probably not like it any better, per se. I'd feel pretty neutral towards it. I think WHM spells should be more Light focused. As we learned in ShB, Umbral is kind of like the "higher order" form of those spells. So Earth, Ice (not Wind), and Stone upgrading to Light makes sense in the same way Fire, Thunder, and Aero (not Blizzard) upgrading to Darkness would make sense. It would honestly feel a bit weird if WHM were to go back to more "base" elemental magics after touching the higher magic Umbral spells. Though if it WERE to do so, the high order ones (Quake, Tornado, Flood) would make more sense than just more Stone/Aero.
I'm not entirely sure I understand your proposals, but having Cure 2 and Medica just become instant cast once every 20 seconds (Lilies - I don't think the Devs want to move that back to 30 because that means 90 sec for 3 instead of 60 sec for 3, which breaks the written by thee hand of God on tablets of stone 2 min burst window system... <_< ) Just ignore Solace and Rapture, unless we're just doing that for the animations, I guess. If it's the same button, it's not like it matters to me either way. But in practice...this would be the same as WHM today, just with a little better button economy, I suppose. In theory, it would be a nerf (someone thinking they'll need to use two Cure 2s might have time to cast one but need the second to be instant for a movement mechanic and this system would nerf that...but I think that's a super edge case we don't really need to worry about.)
I was trying to think of more frequently cast buttons, though, to break up the Glarespam - since I think we've identified the unbroken spam as the thing that people most dislike. This proposed change wouldn't alter that, as you'd just be casting Solace and Rapture as you do now, and Misery at the same frequency. You'd be freeing up two buttons, but...
I get you're thinking use Water/Banish to get it back to 60 seconds, but that still seems to go against the Dev intention. I'm not sure of any other Job that has its burst only line up only by doing something specific like that (that is, their burst BUFFs), though rotation gets into some gray area, I suppose. The problem, though, you note - having to save an oGCD to use if you need to heal then. I think the Devs' intention with healers is that they never have to do that. That is, that your DPS spells don't push healing. It's why they didn't give healers a combo before (when spells were all hard-coded to break combos) because they didn't want someone getting "locked in" and not healing because of it. For example, how if I'm on RDM and you die during my melee combo...you're just gonna have to wait until my melee combo's done before you get a raise outside of some extremely extraordinary situation (e.g. 6 people are dead but me and the tank but healer LB3 is ready).
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Though I am a bit curious how "heals generate Misery would be hard for casuals because they'd need to (needlessly?) cast heals to fit more Misery into burst windows) would be too difficult, but stack and charge mechanics on spells wouldn't be?
In a strict sense, it would be little different than today (casuals not saving Misery for buff windows), it would just be less punishing to use GCD heals, which may break up the monotony of casting nukespam. Not to mention some other animations are nice to see. I outright love Eukrasian Diagnosis' animation. Would love to cast it more and it not be so detrimental to optimal play. Honestly, they should probably just remove Solace and Rapture in this scenario to encourage Cure 2 and Medica use, but at the end of the day, the result would be the same. Well, except you could use Misery more often, I suppose. I suppose you could flip the script and make Misery like Toxicon where it only needs one stack and only needs to do 2x Glare's worth of damage since that wouldn't put as much pressure on getting it into a buff window, but honestly, no idea.