That's fair.
Honestly we wouldn't even have H1/H2 as the distinguisher if SE had decided to make shield/pure healer a proper distinction earlier, we'd have PH/SH instead.
Tbh, usually pure healer is H1 and shield healer is H2. At least here on Light during the most recent ultimates. It's mostly just down to convention more than anything, though it could potentially be a valuable distinction if future mechanics ever put you in a position where you want to position shield healer center to catch people center before a raidwide.
But yeah, problem is that double-shield is honestly too good in a lotta fights. Admittedly, I prefer shield/regen comps for FRU right now (double-shield means I gotta redo my whole mit plan) but double-shield pretty much always ends up being better. Anything below ultimate doesn't need a mit plan tho so it ends up being pretty strong once you know the fight.
I used to be proud of having ult clears but then started seeing everyone and their xister in Limsa standing around with the weapons/titles (and yea like you said, legends floor tanking normal raids

) Still want to clear those ults I haven't yet, though...
Tbf, there's still pride to be had in TOP/DSR clears specifically. Those fights don't fuck around. I was progging TOP pre-DT and started simming Run Dynamis Delta. I unironically think that might be the hardest mechanic in the game purely down to the amount of adjusts and positions involved. There's like six different final positions depending on which tether you get, whether you had to adjust, and whether you got Hello Near/Distant World or neither.
I've also cleared DSR and I still feel pride in that clear. Purely cause of how much of a fucking slog that fight is. Phase 6 is an absolute menace. No single mechanic in that phase is insanely complex, but it's so late into the fight and you can wipe
extremely easily to hand-of-pain HP mechs, bad positioning triggering a cascade of wipes, Wroth Flames having some pretty tricky healing (and it being
very easy to stay in a puddle to long and get a DoT), and probably most cruel is the two unique enrage conditions in that fight (if Hraesvelgr kills any party member, Hraesvelgr enrages. If you let the Mortal Vow bleed fall off without being passed between players properly, Nidhogg enrages).
Mistakes in ults can be salvageable, and when you get to the point where savages are boring ults are the next logical step.
Progging FRU rn, and it really depends on
when the mistake occurred, how much excess DPS you got, and how much people understand the mechanics. I'm a healer for example, and I know that when I res someone, they will be ressed onto where I stand when I casted the res. So if there's a mech where we need to do towers, I can res a DPS into my current tower and then run to their tower. If they res in time, they take my tower and I take theirs, preventing a wipe.
Another one is that during a mechnic in P1, we have two stacks that
must be taken as light-parties or they give 90% damage downs. One of the ways my static handles this is to position the stacks so that they are close enough to overlap like a venn diagram. If someone dies during the mechanic beforehand, the tank can stand between the two stacks, this will cause them to die but will prevent a wipe. It also means if anyone takes a damage-down in the mechanic beforehand, they can also stand between the stacks as a way to kill themselves (FRU has the nasty 90% damage-downs they introduced in TOP alongside the 90% DD for understacking certain mechanics, so letting a DD stay on will basically always cause an enrage, whereas a death has a chance to not cause one if you execute it at a good time and have that excess damage).