EDIT: This is getting diluted To roll back a bit:
Having a general checklist of standardized spells across the healer jobs to cover a baseline of expectations isn't a bad thing even if it's not terribly exciting, because that's how you keep all the jobs relevant. throughout the game.
I assume this is the crux of your thesis, and I disagree, so far as this, the current state of job design, is the only way to make jobs relevant throughout the game, which seems to be what you're primarily concerned with. If we accepted this in a very broad sense, genres would never evolve beyond their basic elements. Why try new things? Why break new ground? Just stick with what works.
It's a regressive school of design, whether on the macro level or micro level. In purely mechanical terms, FFXIV is lacking in many areas, sometimes due to legacy systems, sometimes due to infrastructure limitations, sometimes due to budgetary limitations. That's fine, I've made my peace with these, and the game does a good job making up for its shortcomings with style. However, I can still ask for bolder mechanic design, because in so far as I'm concerned, any "problems" that would arise from a more radical approach is simply another challenge that can and should be overcome by creative design. As a rule, I really don't enjoy safe designs, and to argue that "well they need to do this because it makes balance easier" just sounds to me like they want to avoid the work that would come with it making a mechanically better game. Which goes back to what I was saying earlier about how FFXIV tends to pay more attention to aesthetics than mechanics.
I don't even really understand why anyone would support their conservativeness. We would've never gotten 2.0 if they didn't decide to overhaul 1.0, and I assume at the time there were purists who wanted 1.0 to stay as it is (as there are purists for every game). How is this any different? I want a better game for everyone, and sometimes to make a better game you need to rebuild old systems (see: cross class skills). No game is immune from this. Granted, as I've said before, AST is in a good enough position that it doesn't need to be high on their priority list. PLD is the one really hurting. But just because AST is doing good relative to other jobs doesn't mean it doesn't have its weaknesses.
Tangentially related, I want to say that SMN pets are a design cul-de-sac. Ideally, they would introduce new Egis with every expansion. HW even teases Ramuh-Egi, but they can't, because it would mean kicking the old Egis to the curb. This problem is for the time being minor, yet it's something they will have to address two, maybe three expacs down the road. It'll be really jarring in a few years when there's some 30 primals in the game and you're still running around with Garuda-Egi.
So going forward either they let the entire Egi concept languish in its roots, both in story and mechanics, or they reenvision what SMN could be in FFXIV. This is all I'm really arguing for. A bold, creative style of design that strives to open doors for both flavor and mechanics.