Healers
The separation of pure and shield healers helps establish healer identity. WHM and AST, and SCH and SGE have effectively the same kits with minor differences. The goal is to establish identity further within the healer role.

White Mage - White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
Raw healer with raw DPS capabilities
Glare 340 potency – 2.5s
Increase Potency to 410
Increase cast time to 2s
Dia 75 potency + 750 potency over time
Adjust Aero/Dia to Magic Debuff on target
+2% Damage Taken
Skill become a must have for optimization
Adjust Stone Mastery IV Trait
Becomes Stone V Ability instead of Glare.
Stone V – 340 Potency – 1.5s Cast time – 300 MP
Slide cast skill with lower cast time and mana cost.
New Spell - Holy Ray
280 potency – 400MP cost – Used for movement
Shield Skills
Divine Benison + Divine Caress
Adjust to Heal over Time
Raise
Reduce Mana cost to 1500
Reduce cast time to 4s
Effects
WHM becomes a powerhouse in raw healing and in raw DPS capabilities while being able to support the party through the utility of a debuff. Increases reliance on other healers to clear high end content creating a meta of DPS vs Healing capabilities. DPS capabilities are tied to movement making optimization more challenging at higher end gameplay while still being accessible. Reducing the cost and time for raise pushes WHM to become the defacto raise job allowing to still have a place in progression.