Yesterday I ran Darkshade caverns vet mode with a pug and the last boss made me fully realize a problem with the Templar role:
Fitting the mechanic, the boss keeps moving around and forces the group to keep moving with him, so they cannot stick to any spot, nor can they move in a snared way BUT at the same time during a phase everyone's healthbars are dropping (= full group damage that should be countered by full group healing). We used to have BOL as a full group healing spell to counter this sort of phases and burst through at the cost of high magicka consumption. The spell was able to heal the entire group instantly and without snaring. Enough to pull them through this phase up when spamming it. I agree that it was too easy and took skill out of the group healing equation which is probably why you devs changed it.
But now our only spell to counter such a phase is Healing ritual. That it has a casting time (which is still too long if you compare with more experienced mmo's that use morphs to reduce 1sec casting times to 0.5 casting times instead of 1.7 to 1.3) is acceptable to counter it's main benefit being a full group heal spell but the biggest problem is mobility. When snared as a healer you cannot keep these people alive in this boss fight, especially with a small 10m radius which people run out of instantly if boss mechanics require it and if they stay back they die too because of another boss mechanic (red circles).
Suggestion to fix: Keep the huge penalty of having a casting time to counter the biggest advantage of this spell (that it's a full group heal) but take away it's snaring and increase it's radius so that it can be used as a mobile PVE group heal spell so that it boils down to the templar's skill to position himself correctly at all times. With let's say a 16m radius and no snaring the templar could at least always try run and position himself to be in range of 2 targets while dodging red circles and "catch" the out of reach target runaways with his "honor of the dead" or "breath of life" long range 1-2 targets spell. (thinking of Molag Kena shield phase...) Ofcourse if you are worried about abuse in PVP and especially zergs you can easily make it so that the snaring and/or reduced radius does apply in pvp zerg groups etc
Think about:
"honor of the dead" or "breath of life" as an instant long range but only 1-2 targets spell to respond to sudden drops and tank healing
"healing ritual" as a 16m or 18m radius group healing spell at the cost of a casting time to burst through a rough phase