Very well written/thought out prime post and, as a fully heal-spec'ed Sorcerer, I feel the pain of the OP. The crux of a healer is the ability to negate damage done through (*gasp*) healing. That is the core concept of the role. If a healer can no longer support his/her team in that role, then what is the point of the healer? Think of it like water in a bucket- A dps' job is to poke holes in the bucket and a healer's job is to refill the water. There should be a point of balance in dps output and healing- meaning that a fully heal spec'ed/geared class should be able to equal in healing a single, equally spec'ed/geared dps class' damage output. Water in should = water out in that aspect. It should be a draw. That is the core concept of the class roles. Now, alter the variables by adding in the human element and the outcome should be affected equally in turn. Reaction times, use of abilities, RNG, and overall player skill (yeap, I went there...) should be the deciding factor in the end outcome. Now, the tipping point in the balance of things is the fact that in SWTOR, all classes are also hybridized dps. There is no true 'pure' healer in this game but there is pure dps/tanking, and that (not the healing itself) is what I believe caused much of the base problem in role design.