I don't see a problem with reducing the recast time on mage pet heals. But I do see some assumptions that just are not realistic.
I don't see a 65 Beastlord using more than one heal on his pet. The non-pet heal is not that great and uses a lot of manna. 145 manna for a 428 heal. And that brings up the other issue, beastlords don't have near as much manna as a magician. Jilguror has some decent gear but still only has 3.6k manna.
428 Base. Targetable. Nuff said.
And while the beastlord does have some tools, those also take up spell slots. Chloroblast for self heals, a magic based slow, a disease based slow, pet summoning, pet heal. That is five spell spots right there. Then I have to make some tough decisions as to what spells to use such as my dots, dispell, cripple. Again, another pet heal is probably not the answer.
If you think spellslots are cramped now, try playing a mage and maximizing things. None of the choices you mentioned should be a tough decision, unless you have absolutely no idea where you are going to go, or what you are going to do. Also, you should easily be able to cut that 5 to 3.
The BST pet is used much different than a mage pet when soloing. I can't imagine a beastlord sitting back the entire fight to just slow and heal. There is just not enough dps and manna to make that efficient.
Yes they are. However in most situations where things do not summon, I've found it more efficient to just root and blast. Rather than heal the pet during and afterward. Weighing parking my ass on the ground v healing and trance downtime.
Regarding the healing AA's. I think Elemental Mastery more than makes up for the healing AA's in my opinion.
Not really.
Lastly regarding Magician soloing. I am certainly no expert, but I have soloed a magician to 65 and the key is that the Magician can put out a lot of DPS at will, limited only by their manna pool. That reduces the damage to the pet more significantly than the heals a beastlord can put out. The beastlord's dps is limited to primarily a static melee amount.
Actually it's limited by a hell of alot more than mana pool. That you are unaware of that is odd.
If you put out even close to max dps for example, regardless generally of tier, you will pull aggro off of your pet. He can kind of take a hit, you can't. You will generally always be raining on a single target, as keeping aggro on 2 is generally even poorer than 1. Which means that other bumrushes you. You lack a root before 61, and the petheals are pretty ridiculously far apart, making leveling close to the next level you get one at, difficult at best. Your dd is mostly useless, due to the intense amount of aggro, poor efficiency, etc, that it will put out. Also that pet will often be either long dead, take you 2 minutes to heal after combat is over, or the mob will be beating on the actual mages ass, by then.
I'm not sure what makes you think mage dps is unlimited, but its hilariously and obviously wrong. You will cap. The most you're going to be able to put out at once is 3 rains, and at that point they'll be slightly overlapping, but its handy for manastorm time. If all of these crit would be your max, which is ridiculously unlikely, as rain critrate is even lower than that of a dd, which is lower than say wizards.
Meanwhile, your "static melee amount" goes on literally as long as you are alive. Allowing you to put out damage far after the time the mage has ran out of mana.
To recap, I think the mage heal recast can be reduced. But the comparison between beastlords and magicians was skewed significantly and does not take other factors into consideration
Neither did yours.