That's really cool. I had it in my head it was like Dissipation or something. I'm going to have a lot of fun with that one now. And yeah, I use it for shields some, too. I guess it's Zoe that's only spells. Though it's still unfortunately single target...but that's still god to know. Might have some fun with it.
Yeah, I feel like there are a lot of things they need to address in 7.0. Setting healers (alone) aside for a moment and looking at the game as a whole, I mean. The overall combat system with the 2 min meta is causing all kinds of problems and people seem to universally either hate it or (those that don't) not care and wouldn't mind its removal. I haven't seen a TON of people praising it, and even the people that kind of like it (for it supposedly being an improvement over ShB in terms of coordination) often are still willing to admit it's caused a lot of problems.
Going further, stats are just wonky. Giving a BLM spell speed is actively screwing them up. Giving anyone skill speed throws off their rotation and causes them to have to do weird stuff like add another filler (which can cause issues with combo classes) to avoid abilities drifting to the left/early out of buff and burst windows or mechanic alignment. Crit feeds into Crit chance AND Crit damage, meaning the more Crit you have, the more Crit you want, and it affects all output (healing and damage). This makes it better than the other stats that do so but only scale linearly like Tenacity (for tanks) or Determination (for everyone else). [EDIT: It already caused problems with Crit buffing abilities vs Jobs with attacks that are automatically Crit/Crit-Direct Hits, requiring THAT to be tweaked.] Further, there's also Direct Hit, which is basically Crit by another name that doesn't scale as well and only affects damage, not healing.
This creates a meta in where Spell Speed and Skill Speed buffs are not desired or even detrimental and their materia are only used to hit specific thresholds, and where Crit simultaneously devalues Determination, Direct Hit, and Tenacity. And in all of that, Piety is, while still a "to taste" stat on healers (as well as Spell Speed), a "You can meld this to taste...but any you get over what you absolutely NEED is a waste."
It limits both potential buff options (party synergy) and gear choices, and also makes a lot of stats seem entirely useless. Like why do we even HAVE Tenacity materia at this point? Or Skill Speed? They could just natively balance the Job abilities or gear to have the right amount or make remove the stats entirely balancing rotations to fit the 60/120 mold and be done with it.
Healing aside, there are a lot of things they kind of need to start looking at, and 7.0 or 8.0 would probably be the best time to do it.