Good game design would be ensuring that the majority of each healer's toolkit felt useful and necessary in all forms of content for every type of player. The problem is power creep.
In A Realm Reborn, each healer had a limited, yet effective selection of healing tools. With that toolkit, they had everything they needed to meet the healing requirements asked of them with some level of comfort, and the majority of their tools felt like they served a purpose from the dungeons to the coils. If you're going to continue keeping the general level of required healing the same, then you have to ask whether or not new healing resources are necessary or if they're superfluous. Heavensward provided a handful of OGCD tools that did not power creep the existing healing GCD spells available to each healer, while creating more freedom and flexibility with healing. You can now heal on the move more effectively, conserve MP, and have more possible buttons to press in a pinch. The MP benefits were especially helpful for White Mage, and the AoE healing was especially helpful for Scholar. But the thing is, everything that came after really only served the value of power creeping existing tools and pushing things like Cure II and Medica out of circulation. And then there's the considerable amount of sustain that the tanks have gotten which have, in many forms of content, power crept the healers themselves.
You can't just keep adding more healing abilities and not create a reason to use them. Otherwise it just creates bloat and invalidates existing tools. I also question whether the shear volume of healing cooldowns we have is overwhelming for newer or learning healers to keep track of.
it's like this: A car needs 4 tires. What is the point of adding more and more tires to your car? At what point do you just have tires all over the vehicle in a nonsensical fashion?


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