SE needs to give their accounting for that. They are the ones that made the changes.
Those who mostly do Savage/Ultimate don't need to do normal content. They get gear for doing Savage. Getting tomestone gear to fill in gear gaps while waiting for Savage gear is helpful for progression but it is not mandatory. Executing mechanics properly goes a lot farther than getting BiS.
Tomestones are the way for the average player to get better gear and they're role agnostic. No one has to do normal content as healer if they don't enjoy healing in normal content. Hunt die so fast with the numbers of players that turn out these days that it doesn't matter what buttons you have to press, you're not going to get to use all of them unless its in the middle of the night during the second half of a patch.
If you're going to set your sights on getting optional gear for whatever reason, then it means accepting that the experience you get may not be to your standards. It is not realistic to expect developers to make all content fit every player of every skill level.
If Savage/Ultimate raiders want to see jobs + normal content changed to make it more interesting for them, then the average player has every right to turn around and ask the developers to make jobs + Savage/Ultimate interesting for them. Is that what you want?
What creates difficulty?
From my point of view as a healer, it's the other players that create difficulty in normal content more often than not. It's not necessarily that they're bad but there's the learning curve that every player has and it isn't the same for every player. As one player gets enough experience to master the mechanics, a new player will appear that is starting from scratch. For every player lucky enough to play with only 60 ping, there are other players at 400 ping (or more) so they're getting hit by things that from their viewpoint at home they had moved out of in time. As healer, I see my primary role in normal content as keeping other players alive as they get the chance to practice and learn (and that includes myself - I don't always get mechanics figured out first try).
For most players, normal won't be difficult in the long run but it can feel that way at first because fights aren't familiar to us yet.
That aside, are DPS or tanks really impacted if encounter design is changed so healers need to use more GCDs to cast a heal or Esuna instead of Glare/Broil? We're casting something either way. At most, if we're trying to AoE heal we may need to be a bit more cautious about our positioning to make certain everyone that needs a heal gets it. In that respect I don't think difficulty gets changed.