I understand that casters are undesireable right now, but it was by no means because of the fact that they were underpowered. You may get people playing casters now, but only because they are going to be completely OP with the damage boosts combined with the FT boost. If anything, I think casters should have all spell costs reduced so that they last longer, rather than giving them a much higher damage output per second.
One of the biggest problems with casters is that no one can parse them except for themselves, since no one else can see their damage. I think you need to run some parses with a well-geared caster on a raid mob and some group mobs to see if they really are doing bad damage compared to melee, before you beef them up such a high amount.
Honestly, I think casters were fine before damage wise. We did a cursed raid with 2 groups, 4 people were dps. We had 2 rangers (both with dark wind, same arrows), a rogue and a wizard. One group was made up of a warrior, shaman, rogue, ranger, cleric. The other group had warrior, shaman, wizard, ranger, cleric. The group with the wizard got the kill shot all 3 times throughout the cursed cycle mobs, and the wizard in that group is barely geared. He was Jinfu's alt wizard who has nearly no aa's and no gear past Sebilis. My point here is, a wizards damage was already high before this change, so why is there a need to boost it? The only thing I see it doing is making casters very OP and this will most likely cause a lot of melee dps to just give up, especially since they have to deal with AE rampage on mobs which casters do not.
Now the heal boost, that was a great idea and I think it's necessary and makes sense, but not as a server-wide change. HP on gear on a custom emu server is much higher than it was on live once you start to get into the really tough tiers (3, 4, 5 will be examples once they are released), but the spells are still the same. For this reason, I think that the heal boost should go into effect, but if anything it should probably be as an item focus in one of the higher end zones. Theirs no reason for a cleric to crit heal a tank for 20k, when the average tank only has 13k HP at 70. Now if a guild has tanks with 25k HP and are in the end tiers of the server, then they actually do have the need for the higher heals. Again, this is because the current heals are what was standard on live during our current game version, but I hope you can see my point of how it could unbalance the lower end.
To add to increased focus on healing gear in higher end zones, the same can apply for damage focuses. I am sure with Striat by your side then you guys can make a focus that increases spell dmg by 75 or 80%, rather than the current 60% cap on items. The same applies for healing, I am sure that you can boost the cap from 60 to about 70 or 75 on higher end gear. I am sure that healers would *love* a healing focus that made HoT's do more per tick, but I don't know if that's even possible on EQ tbh.
Anyway, going back to the increased focuses on gear, you could even extend this and make some custom focuses on the lower tier raid mobs to go along with progression. I know that you can get 60% dmg focus items way before you actually get into raids, so maybe in ssra/kael there can be a 65% focus, ToV 70%, etc, etc.
I just have a bad feeling that if things stay as they are then you will get your wish and have an abundance of casters, but then no melee.