Colt does have a point that the tanks and DPS having mitigation tools does compound the problem with the people who want the healer requirements raised even a little. The moment I pop Bloodwhetting as a WAR, I am not dying for those 6 seconds except for one shots and Doom-like mechs. DPS this late in the expansion with 15 more ilvls on their relic weapons are really killing 4 man enemies so quick to the point where that Bloodwhetting accounts for maybe a quarter to half the healing needed. Even if we changed the healers to be like what I said with WoW healers having a weaker base healing kit with strong 2 - 10 minute cooldowns, the WAR popping Bloodwhetting and the PLD using the Requiescat spell combo still translates to the heals not really being needed for maybe 10 - 15 seconds every 30 seconds on average. This is assuming the tank staggers in the standard cooldowns like Rampart in between the Bloodwhetting.

As for the argument with rigid rotations, tanks have tech applied to their combos to prevent the combo from resetting while using actions deemed to have higher priority. We also have charge systems tacked on with cooldown timers and these can be used to reduce the rigid parts of rotations. Although we have to be careful not to give too many charges lest the enemies get fried and sizzled with everyone using a lot of 3+ nukes at the beginning. This is likely why the WHM lily system was experimented on as a combat warm-up system starting at zero.