You don't need to add many extra buttons to design an interesting DPS priority system to make healer filler time less repetitive.

Imo, the fun part of healer design in FFXIV is the balancing act between healing and dosing. Sitting around filling health bars is as boring as spamming the same attack over and over. (Especially considering how mechanically simple healing spells are in this game.)The true show of skill is the decision making between how much you can push dps and how efficiently you can heal. This requires knowledge of your job, your resources and the fight you're in. It requires active thinking about what you're going to do next.

I am all for increasing the healing requirements, but I would also like all the parts of our kits, both healing spells and DPS skills to have interactivity and depth.