Hello,
I'm a healer main that joined after the release of Shadowbringers and as a person who is used to the new alteration of healers I am mostly happy and generally don't mind the homogenization amongst their spells but I can't deny there are some issues.
Healing overall is a job that has a really low skill floor and no skill ceiling to keep more experienced players having fun with the role. Also the job design largely matches the hardest difficulty of the game (ultimates, min ilvl savage), where planning cooldowns around actually matters. This leaves the rest of the people with an overload of healing buttons with little to no use.
I have touched every piece of content in the game from casual to ultimate and played all 4 healers, so here are some things I'd like to see change in the future.
Fight Design:
1. More vulnerability debuffs instead of damage downs
2. More % damage raidwides or ones that require you to have a shield in order to survive
3. More 1HP drops that require a quick topping off before the actual damage hits.
4 An actual heal-through enrage not the 2 soft enrage aoes into hard enrage we currently have.
WHM:
1. A party wide shielding ability. - AST has shield, SCH/SGE have regen abilities, so I don't see why not.
2. Another aoe regen ability tied to lilies. Can even be as simple as reworking freecure to give a regen to Afflatus heals. This will make Rapture/Solace stand out and not be a Medica/Cure 2 equivalents but with a fancier effect and no cast.
AST:
1. Rework Astrodyne - I want the fantasy of buffing my allies, why on earth do I need a selfish buff?
2. Make Minor Arcana a card you can draw out of combat and allow astro to pick if they want a heal or dmg card.
SCH:
1. Remove/rework Energy Drain - it should reward you for healing not punish you for using your healing gauge for damage.
2. Make fairies unique again.
3. Allow Seraph's Fey Illumination/Whispering Dawn equivalent abilities to match the capstone ability that Seraph is meant to be, rather than it being the same but with a fancy new name.
SGE: I think it's a really good base that has improved over the patches and it can only be improved further with spells that build upon the fantasy of being this combat medic that heals by doing damage.
1. Give a spell that is locked behind a cooldown and it gives the whole party a Kardion like effect that heals them up for a limited amount of time while you're dealing damage.
This is my take on the issue surrounding healers and the things I'd like to see introduced to make things more engaging.