Just making the healers heal more wouldn’t fix them because they don’t have any means of ability to scale or diversify. SGE but having to heal 10 times as much as you do now is still just boring old SGE because you have a limited pool of MP that even performing each action perfectly can’t increase and none of your heals interact with each other. Like toxicon is not a remotely interesting feedback loop for spamming shields (neither is misery but toxicon is worse). SGE has no design depth (note I’m using SGE as an example but this applies to almost every one except maybe SCH) because it can’t be any more than the sum of its very basic parts because nothing it does makes any other part of its kit any more interesting. No matter how many times toxicon partially refunds e prog it doesn’t change how boring and uninteractive the addersgall system is as an example. Nothing leads to anything else your “interaction” for spamming e PROG is toxicon and that’s it, once that’s happened the kit resets to its base space again. This is to say nothing of the fact that SGE’s kit is such a strong ripoff of SCH’s ShB Kit anyway that even if it refunds for continuing to use things you are still using the same toolkit that SCH has been using for 10 years with minor differences
This is arguably what SCH’s hodgepodge kit gets right. SCH’s job identity has been ripped apart by it being the original healer that’s actually a DPS in disguise before SGE was even a twinkle in the eyes of the developers but it’s Swiss Army knife kit actually benefits it because it can actually do more than the base parts of its kit suggests
A class like SGE flowing like butter is meaningless when said butter is actually just yellow filler with no taste