I went to your thread and there was nothing on druids. Normally I would agree with Ravesden, but my game is patching..
Druid Healing:
Almost every boss in Sardo and Grafu Hard do massive aoe damage to almost the entire party. It can be difficult as a solo healer to bring everyone back up to full before the next damage hits. My group heal is instant, but the cool down means it is able to be cast about the same as a priest group heal.. but my group heal is about 40k with a crit of 80-88k and the priests we have crit for 120k and stack crit (I dont stack crit as most of my heals (hots) can not crit.
Potentional fixes include increasing the base heal of our group heal, a wisdom modifier for healing (the way mages get int, and rogues get dex) or reducing the cool down on the group heal.
That said, I do solo heal sardo and parts of grafu hard mode however it is much more intensive and my group requires a lot more phirus pots available - just in case. But such feats are rare and to me knowledge I am the only druid on the server to have done so - that might sound cool but given I play on grimdal we well.. don't have that many end-game druids!
Druid DPS:
Is generally less than, but up to that of a mage. Our clean t6/t7 geared mages do about half of out warrior/knight tank dps. Our rogues do 4-5x the tanks damage.
Again, a modifier such as int or wisdom would significant increase the viability. However I am not sure exactly what skills would work here as a d/s im set up mostly for healing, the other druid combos and their elites would be better for dps.
We are not viable aoe dps, as a d/s i have 2 aoe skills.. one requires me to line all mobs up in a straight line and both have a long cool down.
The blurb about the druid class is that it is in fact a hybrid. However the game has no need of hybrids. Someone who can 'assist the priest' in healing is a waste of space when you run a 6 man with one healer, 4 dps, and a tank who does decent dps as a w/k.
We do have some often underrated utility spells such as withering and weakening seed. Mag/Phy accuracy can be useful but if the choice is accuracy or a hp and pa buff, and someone with a soul-stone, and can magically bring the party back to full, and has much higher group heals.. well you see my point.
As the game doesn't need hybrids, if you can not complete one of the tasks (heal or dps) as competently as someone primarily based in that area - then you aren't viable. Until of course your guild can run things with 5 people, and therefore there might be an extra spot open for you.
I do appreciate your efforts, however I fear they will fall on deaf ears. I've made a similar post before highlighting different aspects of skills that could be altered etc - and what we got was chapter 4.
Not sure if this will help your cause but I hope it does!
and yay.. patch is done!