So if healers can't have complex dps rotation because 'it isnt their role', why can WAR cause enough selfhealing to get a team of 4 through EX roulette? Why does SMN get to have a huge regen effect on the party when Phoenix is summoned (plus enkindle)? Why does DNC have Curing Waltz, which, combined with the SMN stuff, allowed people to get zero-healer clears of the first two EW EX's, during the 'they are current' patch? Why do other roles get to infringe on the territory of 'the healer role' so hard, but healers can't have anything outside of their box? We already saw it's possible to 8 tank P2S because now tank damage is high enough to do that apparently, and they have enough healing across the tanks to just...not need healers. So why can't healers have 'a more complex dps rotation' if the other roles keep stepping over the line like this? Personally I'm not even asking for massive changes, the more solid ideas I have made would fit within the current (very tiny) design space the healers have been painted into. For example, just changing the duration of WHMs DOT down to 12sec, and adding a 15s cooldown GCD. One extra button, and a change to the frequency we re-DOT the enemy is all I'm asking for for that class, is even that too much to ask for? It's 'more complex dps rotation' after all. When us healer players ask for 'more dps rotation complexity' we mean small stuff like this, or SCH getting it's DOTs back, not RPR Double Communio or MNK 'lock your framerate to optimize your DPS' stuff
Also, 'require more healing to be done' is not the solution, and this tier proves it. A lot of healer mains couldn't keep up, and made their opinions on the extra healing required apparent. Meanwhile, the more skilled healer players COULD keep up, cleared, and are back to complaining that healer gameplay is boring, because surprise surprise, once you get gear, the amount of times we have to heal goes down, and the amount of GlareBroilDosis and the AST one we use goes up. If you mean 'remove power creep' as in 'make healer's gear not affect the boss's damage output/healing done ratios', or add more percentage based attacks like 'this raidwide does 60% of your max hp', well as Mithron said, you're removing the feeling of progression from the player, which is a big reason people actually do the raid. What's the point in farming out BIS if it doesn't change how strong you are?
Is that why the meme is 'PLD GCD spreadsheet' and not [any other class] GCD spreadsheet? There's no way that PLD has 'less complex DPS rotation' in terms of optimization than something like SMN or DNC, or arguably RPR and SAM. If you instead mean 'tanks here CAN have more complex DPS rotations than DPS, but it is my personal belief that they shouldnt', why should they have to be consigned to boredom while playing? Who decided this design was THE design to follow, that tanks shouldn't do damage just keep aggro, and healers shouldnt do damage, just heal booboos? Cos I can name multiple games where the 'healer role', 'support role' or 'tank role' or whatever definitely does contribute to damage, and not doing so would be considered griefing.
Lots of healers DID decide to play DPS classes this tier, partially because healing was harder, partially because they're tired of having one button to mash away mindlessly while they wait for Hegemone to get her finger out of her backside and actually use a raidwide. Others just quit the game entirely or are taking extended breaks. This 'why dont you play another role then' attitude is as dismissive as Yoshi's 'go try ultimate' quip, it does nothing to address the issues with the role, many take it literally and actually DO leave the role, causing the role to just grow stagnant, and frankly, it's bloody ignorant. The role USED to have 'complex DPS rotations' to the complexity we wish for, back in HW-SB. HW had Cleric Stance which was bad for accessibility to the role, and so it was removed for SB. Now a newer player could dip their toes into experimenting 'can I get this DOT out safely without getting my team killed' without fear of locking themselves out of healing for 5sec, this was a good change. If we had kept building off of SB, I'm pretty sure most healers who currently have problems with the lack of engaging rotation would be sated. Balance was an issue yes, but balance can be worked on without completely upending a role like they did.
SHB went too far in streamlining the role, to the point where it almost feels like the devs want to remove the 'wrong choices' from the role entirely, as it's the role that can most easily cause a wipe if they don't press the right buttons. Essentially, idiot-proofing the role, but SE seems to have forgotten that there will always be a bigger idiot. Never forget, there were players who failed the Hien RP fight, a fight that has been proven (with video evidence) to be completely AFKable, except the part where you're forced to take a line stack marker. You can give the MMO playerbase a DPS class that has a rotation that is literally just 'press 1, then 2, over and over' and there will still be a non-zero number of them that will fail to get that right, be that by standing out of range, not keeping the GCD rolling, etc. Which is fine, but the problem is that SE has a track record of seeing data like this, going 'damn we need to make this simpler, for accessibility', and deciding the best course of action is to remove the 2 entirely.
The 'correct use of support skills' only applies to prog, once you know the fight the opportunities to 'correctly use support skills' are all mapped out. I know when I'm going to Pneuma, I know when I'm going to Lilybell. I'm glad you find it engaging to play the role as it is. Some of us don't, so we have asked (for several years now) for the skill ceiling to be raised so we have more room for skill expression. Note, and this is a very big note, this does not require the skill floor be raised too. A WHM design I posted and did potency maths for and such found that, if the player were to play the 'new design' but ignore the new button entirely, and only refresh Dia when it fell off (so playing as we do now), their potency output would be about 98% of the current rotation's output. If I can come up with a design that doesn't exclude 'Jimmy who wants to just smash Glare over and over' then SE surely can. If they can't, they'd better hire someone who can, or outsource to a contracted company to do it for them, because this is not rocket science. I also advocate for the healing to stay as accessible as it is now, as I don't want the hypothetical new player to be forced through hoops to access basic healing skills. However, I advocate for DPS rotation complexity, as a fun minigame to keep reclearing fights we already know interesting. I also advocate a more linked interplay between our healing and damage kits, Lilies are a good start in one direction, but I've suggested ways for WHM and SGE to have optimal play cause their damage to help them with their healing. Our kit shouldn't feel like it's got a dividing line between the 'healing part' and the 'DPS part'.