I think what frustrates me the most is that these changes to sage are slowly moving in the right direction to be a healer that DPS to heal, but then they buff tanks and DPS sustain so much after that it feels like healers as a whole are taking many steps backwards to their gameplay.
A lot of the healing skills become pointless and redundant because the party simply no longer needs it. These changes on party sustain/survival from non-healer roles forces healers on doing more Glare/Broil/Dosis/Malefic and just healing raidwides rather than prioritizing on unique skills and ways to dedicate saving the party. Tt becomes so monotonous and none of the new additions is enough to offset the monotony because a lot of those healing skills is just more healing that already been made redundant in a previous expansion. If the Dawntrail changes on Sage were made in Endwalker, I can say Endwalker gotten better compared to Shadowbringers (which also equally had a lot of monotony from strong tank sustain, but it somewhat balances it out better with more DPS tools). However, with the addition of increased sustain on all roles in Dawntrail with 'no change in difficulty', I cannot see how healers will feel better to play with so much of their actions just being unnecessary in the face of other roles contributing to the party sustain. Healers as a whole is just being pushed off from the trinity and powercrept by other roles. Part of the reason is because combat is not hitting frequently enough to warrant the need for those healing tools, thus constantly reducing the difficulty of the content. ILVL Sync after patches does not help this in any way. It just makes things worse because of how high ILVL sync is.
I could provide a lot of feedback to make Sage feel more coherent in its identity as a healer that DPS to heal while offering shield-healing playstyle to differentiate it from SCH --
1. Like saying Eudaimonia is affected by Soteria
2. Taurochole no longer provides mitigation or become a 700 potency heal, instead significantly raises max HP to the target (30%) for 8s and applies Eudaimonia on application for 12s
3. Kerachole no longer provides regen but turns into 25% mitigation that falls off overtime, returning to 10% with 1 stack remaining (5 stacks, losing 1 stack per 3s, 3% mitigation per stack)
4. Philosophia grants Eudiamonia to all allied targets in range and applies a stacking barrier to targets affected by Eudaimonia after each magic attack.
5. Toxikon triggers 2-3 activations of Kardion and Eudaimonia
6. Rhizomata doesn't have a lowered cooldown but gains an additional buff to use an addersgall action without being affected by its cooldown (Ninja's Kassatsu-type of skill), thereby 'augmenting' Addersgall skills as well
7. Pepsis no longer breaks shields, but turns Kardion and Eudaimonia healing into shields
But none of this matters if there's no damage to heal...
Just to reiterate. Again, Psyche and Eukrasian Dykrasia are great additions to the toolkit, but it just isn't enough. They neither interact with healing in any substantial way nor provide enough impact to blunt the Dosis spam alone when more and more of the healing toolkit just no longer matters. Making meaningful decisions as a healer and saving players is what makes me enjoy healer. Without it, all that's left is just maintaining DPS. For a healer that DPS to heal, having more DPS buttons feels good since that's a secondary source of engagement, but ultimately that enjoyment is still limited because the primary source of engagement simply does not exist in a meaningful capacity to make save players as a healer. None of the new healing skills work on 'saving' players due to the way it's designed, and a lot of the old skills also fail to do this. It just feels like glorified healing that does not improve what our current toolkit can already do.
AoE Kardia is a great concept. A lot of people have been asking for it because it supports the healer gameplay identity that many people asked for. But what good is that skill if it's just a very weak heal over time with no way to support its function, and on a super long cooldown of 180 seconds? In a precarious situation, it doesn't do anything to rapidly increase your party's HP. Compared to long duration healing over time, we have better alternatives like Physis II, and on a much lower cooldown. Instead of providing ways to support this skill concept, it feels neglected as a whole in the toolkit. That's my main gripe with the way Sage is designed in Dawntrail. The identity is there, but the gameplay execution to support the identity is still disjointed and lacking.