One of the big points is that the role was not on 'this course' for SIX years. As it stands, it was 'not the way it is' for longer than it has been 'the way it is'. So if there's any room for 'I understand if the devs want to keep this direction', surely it applies to the previous ARR-SB design path just as equally, if not moreso due to the longer duration it was being followed?
Yes ARR and HW had 'clunky' aspects, mainly Cleric Stance, we've been over this many many times. Once they changed healer damage to scale off of Mind instead of INT, the 'clunk' of doing damage as healer was solved. Cleric Stance became a simple 'press this to do more damage' button you'd press as you do Presence of Mind, or Chain Strat, or Divination in current game. Clunk gone. Also, what one person finds to be 'clunky' another finds to be 'opportunities for optimization', just look how many people preferred old SMN, not just 'in spite of the crap pet AI' but also even 'because of the crap pet AI', being able to work around it gave them extra damage in places that you wouldnt expect to find optimization opportunities.
It could also be argued that there is just as much clunky stuff now as there was back then, just in different places. It's now possible to ghost Whispering Dawn/Fey Illumination by using it at the tail end of Seraph's duration, Seraph locks you out of Fey Blessing for the duration (a simple '300p AOE heal'), Dissipation, Fey Union and Seraph are ALL mutually exclusive, you can't pair any two up with each other. WHM is now forced to overheal on purpose and blow Lilies it might need for healing later, in order to put a Misery into raidbuffs cos 'its more damage' when the system's meant to just be damage refund, not damage positive, AST, well Astrodyne still exists despite it's pathetic contribution to your total RDPS. Horoscope requires a GCD heal to be 'a potency worth a damn', which we're always trying to avoid using. Synastry STILL exists, after all this time, SOMEhow it survived all the pruning (god I hope it dies in 7.0 rework). The only healer that avoids clunk IMO is Sage, and even then there's some stuff that is odd about it, mainly Toxicon. But the next healer you ask could point out things that I see as clunk, as being chances for optimization, some people might like Astrodyne, some might like that Dissipation/Union/Seraph enforce a sort of 'healing CD rotation' to use them in sequence, some people might think Toxicon is a good system as it gives SGE more movement options. 'Clunk' is subjective. It's why we see people lament the loss of SB DRK, or 4.1 WAR (like me).
Now? They've been here for a while, they just stopped for a few days for some reason. Maybe they caught a ban for a bit, maybe they found a side project hassling NeoGAF or Roblox or something who knows and who cares
Sorry, having more than one DOT and one nuke is against the design the dev team is following, if you don't like falling asleep as you press Glare for 11 GCDs in a row, you can always just play a different role /s
For the avoidance of confusion, I like having 'extra stuff' to manage. I play healer not just to heal, but to 'help my team reach the success condition in any way I can', which includes killing the enemy with my damage. If I'm using 10% Mit to save my team from raidwides like Kerachole or Soil, well, the boss being dead is 100% Mit so it's the most effective Mit in the game, right? Similarly, I used to main Tank in SB, because it wasn't just 'eat hits so party doesn't, mitigate with CDs', there was also the StanceDance minigame of 'can I survive this while not in Tank Stance' with the payoff being 'you do 65% of the damage of the DPS classes'. And if we couldn't survive a TB (unlikely, considering Holmgang was 3min back then), we could use Tank Stance as an emergency CD. WAR was a great example of this, as you could swap back to Defiance, Equilibrium to regain the HP you're missing up to the new maximum (Defiance added max HP, instead of damage reduction), then slam Unchained to negate it's damage penalty. Still not as ideal as staying in Deliverance the whole time, as you'd be losing out on the ability to Fell Cleave and the crit rate effect of the Deliv Gauge, but this kind of trick is a means to express skill. I quit tanking in the first tier of SHB due to the huge changes of tank Stances being made passive, Emnity becoming a complete non-mechanic, and the reduction of my old main DRK into 'lmao WAR2'.