Just for the sake of certainty on my part - you read those two posts I linked, right?
Because they kind of addressed "But I'm not actually arguing that the average player intentionally play poorly. I'm saying that players can do what is comfortable for them, whether that's optimal or not" and why that isn't a good argument. I'm going to assume you did, so I'm more just posting this here as a way of review:

Originally Posted by
Eorzean_username
I think that most people simply do not want to be told, "Well, you're doing it wrong, but your performance is still adequate enough to not fail completely" — which is what most of the backhanded assurances given by Discords, etc, tend to sound like to players who are trying to gauge whether they're playing correctly.
This creates a general atmosphere where, regardless of how true it is, most players tend to see the game's Jobs as having only two outcomes: "failing" (non-optimal) and "succeeding" (optimal).
And I think a lot of players just do not like the idea that they're "failing" compared to the "ideal" rotation, even if the ideal rotation is not objectively necessary just to clear content.
This is why I think it's not as simple as a lot "skill-focused" players try to make it seem — the argument, "Well, let's just make the Job harder, because you'll still be able to clear content with the easier rotation".
...
And second of all, "good enough" is just not what most people actually want.
Players don't want to think, "I'm playing the crappy version of my rotation, because it's easy, and that's what I can handle!"
They want to think, "I'm playing my rotation correctly, and I'm doing well as a result!"
The first perspective may be more realistic, but the second perspective feels far better to someone in terms of having emotional fun while playing a game.
This is why players will gravitate towards Jobs that they feel that they can intuitively play "correctly", and become averse to Jobs that they feel like they "fail" too frequently or too easily.
Let's say there's two Jobs, "Job A" and "Job B".
Job A is easy to play optimally, but has a low damage ceiling.
Job B is hard to play optimally, but has a high damage ceiling.
Let's also say that Job B played poorly ends up doing about as much damage as Job A played optimally.
I think most players will gravitate towards Job A, by a significant margin — because they don't care about their actual raw numbers nearly as much as they care about their parse colour (which has been conditioned by the community using things like "gray" and "green" as potent insults), as well as just not feeling like they're constantly messing up and failing... because that's psychologically-unpleasant.
———————————————————————————————————————
This is something that I think the argument, "Just make it more complex — if you don't like it, you don't need to do it", fails to take into account: people would rather decisively-succeed, than struggle and fail constantly, even if the numerical outcome is identical in both cases.

Originally Posted by
Eorzean_username
I really need to stress that "Oh, it's okay, you can suck and still clear content!" is actually not a satisfying "compromise" to a lot of players.
People often pull out the "haha ice mages" type exaggerated extremes, but I think that most players don't actually fall into those edge cases — in my experience, at least (anecdotal though it all is), most players do at least try to understand what their Job "wants" them to do, and they become frustrated and discouraged if they feel like they can't pull it off consistently.
As strange as it may seem from the perspective of someone who's seriously-dedicated to the game, a lot of players also just do not seek external resources — they will try to figure things out, but if they can't figure it out "on their own", they either stop worrying about it, or become frustrated and pick a different Job.
I want to stress that I'm not arguing "right" or "wrong" here, and I'm not saying you're "wrong" for enjoying a game that rewards you for thinking about things in a depthy, complicated, or extensive way. I'm just trying to clarify that a vast amount of the playerbase neither enjoys that, nor sees it as a valuable design pursuit, and that causes the friction you're seeing here.
It's really not about just "able to clear normal content" vs. "not able to clear normal content"; that's oversimplifying the issue. People want to feel like they're playing "correctly", not "scraping by because it doesn't matter anyway".
Note the bolded section.
It's not about "play poorly". It's "If you play what is comfortable to you, it's not optimal; you can still do things passably, but you aren't doing them
optimally" that is a problematic argument, because people don't want to do things "passably". People don't want "You did good...
enough... /headpat".
I think you might have a mindset similar to the user she's replying to there - and I don't mean this as an insult - as a player driven to do what you do. It's not bad to be driven and competitive, per se. The issue is when you lose the realization that a lot of people aren't, and thus why your offers to them fall flat, since they don't really offer them what they want.
What they want is a Job they can pick up, read the tooltips, and intuitively perform at a high level of the Job's capacity, perhaps even optimally or close enough as to be irrelevant, without knowing that The Balance or etc even exist. There are two Jobs in the game right now that come close to that: PLD and SMN (bet you thought I'd mention different ones.

)
Yeah, they still require you to know what an oGCD is, which the game does not describe or explain, but the concept of "This thing increases my damage, and these are big damage spells, oh, that first thing can only be used so often, and lines up with these other things. So I guess I should use them together. And using this unlocks these, so I use this then these". That equally describes both PLD (FoF, Req; Goring, Confetti/Swords, and Royal for Atonement and Holy Spirit) and SMN (Searing Light; Bahamut; and Primals + Gemshine/Astral Flow, Energy Drain/Fester and Ruin 4, and arguably Phoenix since it doesn't at all come close to Searing but Bahamut does). Sure, there's a little wiggle there in PLD ideally wanting to get certain attacks in the damage window and SMN wanting to slightly drift Baha/Phoenix by casting a Ruin 3 per cycle. And there's a little big brain like drifting Energy drain into the second buff window slightly so you can hold the two Festers from Phoenix for the 2 min buff window, Energy Drain, then use the two more, from then on getting 4 Festers into even minute burst windows by holding them from the odd minute bursts. But the gains from all of these are pretty marginal. There's a bit of skill expression, but the "read your tooltips and try it out" can get you 80-90% of the way there.
I don't - at all - believe every Job needs to be this way.
I don't believe most should be this way.
I very much believe there is value in having high complexity Jobs and medium complexity Jobs, and even super high complexity Jobs that are gigabrain Transpose Lines Infinite Paradox insanity.
I just believe there's value in having the other end of that scale represented as well.
.
I guess my continued question is: I'm not arguing against several takes on more complex healers. Ones that spend GCDs setting up and activating buffs, could be one of them.
But what I can't figure out how to explain or convince you of is that I don't think you understand what people like me want.
"...and that seems to me like a great way to create a healer specifically for players who want to master and perfect their job without having that optimization having to come from attacking enemies..."
Read the quotes above again and try to understand, "master and perfect" is not a universal motivation.
What you're offering here in this specific instance is "Here is a complex Healer for people who don't want to DPS so they can play a complex Healer that buffs instead". This is rooted in the idea that there are Slyphies out there who aren't
exactly Sylphies (because they don't "just want to heal", they want to heal
and support), but offering them a complex Job that doesn't deal damage should make them happy, right?
Note what that's not "Here is a simple Healer for people who want simple and straightforward Jobs so they can play a simple and straightforward Healer".
I don't disagree - there are...at the risk of inventing a new insult, let's call them (as a descriptor, not as an insult) "Support Sylphies" who just genuinely hate attacking buttons no matter what, but they don't want to
only fill health bars, as they want to buff their allies as well, and they are super competitive players who
do want to research and perfect and master and squeeze everything they can out of their Job - I absolutely believe such people exist, and I agree we should have an option for them, probably AST.
That is, I absolutely agree we should have a support/buff Healer Job, again, probably AST...but that isn't addressing the needs of the people who want a SMN-like Healer. It's meeting the needs of the skill expression competitive "Support Sylphies"...