tl;dr version: Three class roles in tank (reduces damage to himself, controls agro), defensive support (reduces damage everybody takes via buffs/debuffs) and offensive support (increases raids dps via buffs/debuffs).
Remove healing so that you aren"t locked into tanking minimum amount of healers/tanks to win fights.
Ngruk said:
You play the UI, and that gets old, fast.
I can pretty much garuntee you that if you did some focus testing or took a poll, most people who enjoy healing aren"t doing it because they really get a kick out of playing whack-a-mole. The main reasons are typically that they enjoy the power it gives them (who ~isn"t~ looking for 1 more healer and then they"re good to go?) and that it offers a break from the rotation style of other classes.
More importantly, it"s because it"s one of the most important roles on a raid and fuck if I"m going to rely on some other assclown to do it when I know I can do it better.
Anyways...
Step one is moving away from targeted healing and more smart healing so the players can spend more time watching the fight. Obvious examples have been the various fire and forget style heals such as prayer of mending, judgement of light, sacred shield and so forth.
Step two is limiting the power of healing in a fight. Or more importantly, making sure that classes that heal aren"t a liability past the number of healers you need to win.
The ideal we"re trying to strike here is that you don"t say "Okay, we need 2 tanks and 5 healers for this fight, 3 tanks and 4 healers for the next, then 1 tank and 6 healers for the next" and then you spend several minutes inbetween each fight juggeling spec"s or who is in the raid.
The "bettter way" of doing it is that you have your tank classes who control agro and take less damage through their own defensive abilities.
Then you have your defensive support classes (healers). With straight up healing though, you"re only going to want enough tanks to cover all the mobs and then enough healing to keep them alive. If you remove healing and instead have it be wards and preventative damage, as the tank gets lower you move onto the next tank.
In this case, you"re balancing your support casters against your tanks. The more support casters, the longer your tanks live. However, if you don"t have as many support casters, your tanks may not live as long, but you have more for the mob to chew through.
The "third" grouping of characters for those who don"t necessarily enjoy the various defensive roles, would be your "offensive support" classes. These people put out the same raw dps as the healer/tank classes, however their utility comes in the form of debuffing the mob to increase the amount of damage it takes.
At the end of the day, what it works out to is you have a choice. The more tanks/healers you bring, the longer you survive. The more offensive support classes you bring, the shorter the fight. If you remove raw healing as a normal means of survival, you instantly remove the soft cap on how many healers/tanks you bring and it becomes a moving point.
There are other ways you could manage it I suppose. Non-stacking debuffs/buffs, dimishing returns on classes, etc...but those always feel so much more tacked on and forced then just designing cleverly to begin with.
Anyways...
Oh, and open world flying is worth the trade off. I would gladly pay full expansion price for Blizzard to redo the art assets of the old world to allow flying there.