I have about the same amount of spirit I had in DS. (Scaled up based on spell cost)
Players below 80% health generally are in 1-shot range for multiple mechanics.
The raid can bounce from near 0 to full in under 10 seconds (depends on CD's used).
Tanks can die very fast.
So where did it go wrong?
-Was the health pool increase too small for gaining levels?
-Does gear have too low of a throughput-to-stam ratio?
-Is the health from each point of stam too low?
-Did heals get overbuffed when 5.0 was released?
-Is AoE healing too powerful relative to single target?
Some things to note in PVP:
-Health pools are too low relative to damage so players start with 40% resil.
-Healing is nerfed by battle fatigue.
I argue this... if health pools were appropriately sized, you could cut baseline resil in half, remove battle fatigue, and reintroduce some level of triage into raids. On top of that, AoE healing has gone totally bonkers in terms of it's HPS/HPM versus single target heals.
Sadly, we are mid-xpac now. So probably no significant changes. Which means the only options left are:
-More stam on future tier's gear (but no so much that they aren't upgrades)
-Raidzone +health buffs.