Cleric Stance would lock you in for 4 seconds, so it was a commitment to DPS during that time. That was largely what made it so dang fun; you had to think about when to use it, and it came with the risk of you using it at the exact same time some party members made mistakes. You could still Raise just fine with it on, and Benediction. Certain other actions like Aquaveil would've been great to use as well since they just use damage reduction % independent of your own stats, but it was gone well before then.
I really enjoyed Cleric Stance (and tank stance) stance dancing, it was some of the most fun I've ever had in any video game ever. Instead of removing it, they should've just made it less clunky. That 4 seconds of commitment isn't much different than you doing RDM sword combos currently; there's a large time window between you doing damage and being able to use Verraise viably, doubly moreso now that the sword combo is a lot longer and you do 3 of them at a time sometimes. It makes for very interesting and fun decisions that are dynamic per fight based on your party members, which is even more variable in DF/PF.
If you can clear content as a healer, you can most definitely clear content as any other job in the game. Healers are harder than PLD/DNC/RDM/SMN. In the end, all DPS rotations are just understanding concepts, building muscle memory, and slight variations on a per fight basis. It's not as difficult as healing. If you perceive it as easier, it's due to an illogical belief that DPS is scary for some reason. Which I mean is your thing, but that doesn't mean healers shouldn't have more complex DPS rotations anyway. Your illogical trauma or whatever it is shouldn't define how everyone else is forced to play the game.