IDK everyone else's exact stance on it but I'm looking at WAR, with condensed 123 combos, as the 'upper end of complexity' for healers. If we look at WHM, which some refer to as being the 'starting point' of the role in a similar way to how WAR is the 'starting point' for getting into tanks, we can make some comparisons:
Eye combo - Dia
Path combo - Glare
Upheaval - Assize (but with 10s extra CD)
Onslaught - ???
Infuriate - ???
Inner Release - POM (but double CD)
Primal Rend - Misery (see note)
Fell Cleave - ???
note: While it could be argued that 3 FCs and a Primal Rend is 'kind of like' 3 Lilies and a Misery, the difference is that where you have to use the 3 Lilies first, before Misery is available (forcing Misery's place in the 4 GCDs to be locked as 'the last one'), the three FCs and PR can be flexibly moved about to suit the fight better, eg if you need to be constantly moving for something (cough TOP Pantokrator) you can move PR forward/backward to adjust for that
Even with that note, we don't have a comparison for FC, Infuriate or Onslaught as a WHM. And while it's not necessarily 'required' that we have an analogue to all three, it would be nice to have at least one of them added, if we're going to see people make the WHM-WAR 'simple to get into' comparisons. A 0-100 gauge being added to the job instantly opens up design room to add both the FC analogue (the gauge spender), and a potential Infuriate analogue (OGCD that instantly grants X gauge). IMO, the FC analogue doesn't even have to be damage necessarily, I've previously suggested it be an AOE heal that makes itself damage-neutral by empowering your filler skills into Quake/Flood/Tornado, with Onslaught's role being covered somewhat by the addition of a Water GCD.
Making healers actually match WAR's 'simplicity level' instead of 'WAR but even less' would solve like 90% of complaints overnight I bet