If you are healing for >50% of the tanks health per heal like you were in wrath, then the encounters have to be designed around some sort of threat to tank death. This means that any tank gets hit twice in a row, they die. This is not fast paced or skillful to heal. It's simply stand there and bomb big heals on the tank the entire time. Do not heal anyone else. Everything can be going perfectly fine in an encounter, the next second you are running back because the boss managed to land two hits on the tank that didn't line up with your heals.
This was not fun in wrath. This is not something that should be promoted.
Duese don't tell me what’s fun and what’s not fun. What’s fun for you is not fun for everyone else. And don't stuff words in my mouth saying that the tail end of wrath was the be all end all of wow healing, get real.
Anyways I preferred BC healing over wrath healing, but enjoyed wrath healing, and hate cata healing. If you want true skillful healing you'd be promoting a modified down rank style healing of BC imo. Picking the correct heal quickly with as little over heal as possible, while still having large chunks of varying damage coming out. Which requires more then just 3 spells of fast super expensive heal, tiny slow heal, and big slow heal. Machine gun healing for 5% of health is not fun or interactive to me. There is no challenge in oh hey in 30 seconds the next big aoe comes out. Let’s spend the next 25 seconds chain casting said tiny heal or I'll have no mana. There is a challenge in my eyes of having 5 people in the raid at varying health levels. and having a heal for all those different levels of health(20/40/60/80% health). And quickly choosing the right heals for each one with as little overheal as possible.
Till you get me back to that style of game play, you and I will just have to agree to disagree. Because I'll never be on board the spam one tiny heal and barely move health bar for mana management model.
And just for the record, smaller heals does not equate to slower game play. It leads to more reactive gameplay which encourages more skill, more spell choice and more diversity in the way encounters are designed.
And I'm sorry but that does not lead to more reactive gameplay. All it leads to is the repetition of spamming the same tiny heal over and over long after a chunk of damage has happened.
Like I said before, true skillful healing would mean more varying degrees of spells. Allowing you the choice of how to manage your mana while still having the power to move a health bar if/when its needed. That would lead to truly "skillful" healing and/or mana management, while still maintaining an engaging and stimulating healing experience. “Auto-attack” healing as you put it, doesn’t cut it for me and never will.