My reasoning is based on what the game demands of a player. The game demands X amounts of healing and Y amounts of damage. If I can hit X with this series of tools, then the other tools are extra. SCH can hit X without using Aetherflow skills more than is necessary. The only thing about X is that it there are other variables that determine its value. If people are screwing up, not hitting mitigation, etc. than X becomes bigger and thus those extra tools become required to clear but at the same time, there's a breaking point where if X hits a certain threshold, you won't be able to meet the demands of Y.
Both SCH and SGE can clear the content of the game just fine. SCH does more damage though while still meeting the requirements of healing. Why is that? Maybe because SCH, despite their "handicap" is just stronger and better than SGE, which even the Devs conceded to when they had to buff Holos on SGE and even then it's still behind SCH.
We can go back and forth on this matter all day honestly. For every mechanic like Proto-Carbs charge, there are mechanics like Snakes in P8S that can wipe the party. Are there mechanics that you can recover from? Yes, I never claimed otherwise, else I'd have stated 10/10 mechanical failures resulted in a wipe but do those recoverable mechanics require the use of Aetherflow are an entirely different matter. Assuming the person isn't in danger of dying, Aetherpact would work for getting them patched up just fine.That's not even remotely true. Most fights have several mechanics that if anyone screws up, it's a wipe, but quite a few that if someone screws up, it's not.
Yes, but even they commented on the drawbacks of the opener, which I mentioned with delaying Aetherflow usage. You lose out on potential uses of Aetherflow meaning there are times when you have to use Energy Drain outside of burst windows.Not to be snarky, but "Do you even Balance, bro?"
Yes, because no one complains about how much meaningless over bloated crap healers have already /sYOU can say "herp derp overhealing!!" all you want, people would have been happy with those options since there is no time a shield, regen, or mitigation on a Tank isn't useful if it's costing you nothing and allows you to free up other oGCDs for your overall healing plan.
Considering your view is the one that says removing Energy Drain wouldn't break the job, despite the evidence to the contrary, I believe it is best that you drop it.