Luckily, this design retains such gameplay, as all of the potencies/effects of actions when using the default 'stance', Strategy: Offensive, are identical (or in some cases, even stronger) to Dawntrail SCH
Actually, that's a slight lie, because I also redesigned Dissipation and Summon Seraph so that they don't have the obscure 'mutual exclusivity' rules that they currently have in the actual game, so if anything it could be argued that this design is 'more braindead' at its skill-floor, while also offering a higher skill ceiling. Not to mention how busted strong this design's version of Seraphism/Manifestation/Accession are (though that's partly due to having to adapt how busted strong they already are ingame, to fit with the design's functions)
While this could be 'a solution', I'm not a massive fan of it as a design decision. Take two players who want to play healer. One really likes the vibe of SCH, the fairy, the tactician aspect, etc. But they don't want to have too much of a stressful time trying to optimize the game and deal perfect damage at all times. The other, really likes WHM's flower motifs and being 'the classic FF healer', but also enjoys doing Savage and the like. I don't think I'd be alone in saying that having WHM be 'the simple healer' and SCH 'the technical healer' is not a good idea, because it alienates both of these hypothetical players. Conversely, if the difficulties were swapped, and WHM was technical and SCH was easy, then there'd be other players that get alienated.
Instead, I think the best path (and what I've tried to make with these designs) is the middleground: all four healers are simple to get into, and easy to execute for less competitive things like EX roulette, MSQ, Maps etc, but offer a layer or two of additional optional complexity for those players who want to make use of it, be that for week 1 progression or trying to show they're the best of the best at the job. The so called 'low skill floor, high skill ceiling' approach.
Since the example was brought up above, take the SCH design. You could simply ignore Strategy swapping as a gameplay element entirely, staying in Strategy: Offensive 100% of the time, and the job would play identically (kind of, some healing/mitigation actions are actually stronger in this design) compared to the current DT SCH. But for people who want to optimize their healing rotations, maybe swapping to Strategy: Defensive before hitting an Indomitability means that you can apply a barrier and mitigate a raidwide at the cost of an Aetherflow (-100p) instead of needing to use a GCD (in current game, -310p). But because of the way SE balances DPS checks in content, these optimizations are truly 'optional', you would not need to make use of them to clear Savage/Ultimate content