The pugslinger guy name calling is missing my points entirely and being too emotional. I'm trying to offer my analysis from the business side and corporate line of thinking as to WHY this is happening and what a proposed solution would be. I did the OG steps of faith back in the day pre-nerf and tried Alexander savage prenerf. However, I care about new player retention and having played mostly PvP mmos over the years that have been axed and quit League of Legends myself, I "faced the music" myself in acknowledging economics and needing to appeal to as many people as possible for current MMO design and that is what it is. I really think a lot of the "pro strikers" in this thread are missing the importance of redundancy in game design and the win-win solution is to address healer's lack of redundancy by giving everyone a rez.
What people need to realize is SE puts the guardrails on healer because healer is the one role without a redundancy in MSQ and therefore is exposed to highest "single point of failure" and player retention issues that come with that (ex: vote kick threats from frustration, risk of not clearing, etc.). DPS and tank both can rely on a good healer as a redundancy in MSQ along with the lack of enrage timer meaning the 2 DPS are backups to each other. To solve this issue, give everyone a rez or allow everyone to use a rez item (ex: phoenix feather) and healer suddenly now has a redundancy and SE can feel comfortable removing the absolute guardrails on healer.
In other games they balance "everyone has a rez" by tracking the number of rezzes during an instance (basically a global amount of lives and cap it) so that's how you balance the difficulty for higher end. Allow everyone to use a rez item but track number of rezzes and use that as a way to promote difficulty in higher end instances or perhaps lets say the last trial of a MSQ.