I'm pretty sure people who couldn't handle harder content aren't gonna do hard content just because the dps rotation is easier. What makes it hard is the pressure of not pissing off your team relying on you to heal them while performing ALL the mechanics. If ANYTHING the solution was to reduce the number of healing buttons and the number of hard casts on heals, BUT NO we gotta play through casual content with 2 buttons and 80 heal buttons we barely use! "hEaLeRs ShOuLd HeAl" is a true statement but this game isn't an old school mmo where healers just spend the whole fight filling the tanks life bar. Outside of harder content heal checks are incredibly short and easy with a decent team and even in savage and extreme there is a lot of time where your expected to sit there dpsing. I just can't understand how the devs made such a backwards design decision in Shadowbringers when trying to increase healer accessibility. Let's be real, the community spends way more time doing dailies and casual content for healing to be this boring. I'm glad whoever works on sage is taking inspiration from Stormblood scholar. Back then you had multiple DOTs to manage along side an actual burst combo of Broil>Ruin2> Energy Drain during buffs and it was just so much fun compared to SPAMMING BROIL THE ENTIRE FIGHT and using a biolysis. I'm not saying healers need to play like ninja or gunbreaker but give us more than two gcd damage spell. At least white mage got Afflatus Misery after losing cleric stance and aero III
TLDR The healing part of our kits is what should be simplified not the dps portion. This will never be a game where we are a bot that is constantly healing somebody because the game is so purely built around passing damage checks and mitigation checks.