Increasing the range of heals and buffs always seemed to me like part of the goal to make it so each job’s tools always “work” (or at least work more often) and also not require any party coordination to be useful.
In terms of “always working,” you can expect your raidwide mitigation to affect all party members most of the time. Off the top of my head, DRK and GNB are lessening the idea of cooldowns also having other requirements to he used (DRK no longer needs 50 meter for Living Shadow, and GNB no longer needs as many carts to do both Gnashing Fang and Double Down). Ten Chi Jin now can’t accidentally be wasted by moving. The large hitboxes for raid bosses in Endwalker were allegedly to reduce friction, but I’d interpreted that as “let’s make sure tank and melee dps’s rotation always works as expected.” I’d count the new non-random Astrologian design as this type of change as well because they can always have Lord during raid buffs now.
In terms of party coordination there’s Living Dead not required any external healing to cleanse the debuff. And then older changes like Bard and Astro no longer have buffs that affect anyone else’s rotation. Warrior also never needs to ask for an Esuna now. In general, utility within a role is really similar now so you know what you’re getting from your teammates. Like the previous point, each job’s tools “always work” now because you don’t need to care about your team to use them.
I’m not a fan of this direction since it removes some of the satisfaction that can be gained from doing things right, but if this really is the goal then I can understand why. It reduces the skill gap between better and worse players (I don’t agree with this reasoning myself though, there should be better tutorials instead IMO), it probably makes balancing easier in high end content where it really counts, and it helps when most of the time we’re playing this game with random teammates, even sometimes in high end content.