You are right about this. The last Tank was supposed to appeal to DPS players, the Sage aesthetic at least is DPS oriented even tho in practice it's playstyle had to be conformed into the current extremely narrow healer design corset. So it's clear to me the devs 1. believe players like DPS jobs more than tanks/healers and 2. don't actually know what to do with those jobs.
They have essentially designed for maximum accessibility, minimum complexity and minimum depth so that the enormous anxiety burden that potential tanks/healers face is lowered. However that has not improved the situation. It seems like Tanks and healers are alien roles for the devs which can't be fully appreciated or seen as something someone would actually play for fun as if nobody in the team actually played them.
In my opinion they should start designing those roles to be fun first and foremost while keeping the barrier of entry low. If they are fun, players have an incentive to overcome their anxiety. In order to do that you need to start viewing those roles as normal, not inherently burdensome to play or design for.
It also seems schizophrenic to demand a 50:50 H/T

PS split in parties while there's only 8 healers/tanks to a whopping 13 DPS jobs in the game.