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I'm pretty sure he said something along the lines of Toughness being designed for wizards or low-constitution characters in low-level one shot games, where it can provide a huge percentage increase in HP. It's not a trap feat, just highly situational and if you know the situation then you use it correctly and there's your system mastery being rewarded.

In regards to Pedantic's point, keeping another character in the fight is worth a standard action, especially if they can do more damage than you. The time it's better to clobber an enemy is if you're right next to the enemy already and it's about to die, not in every single situation ever. You need to take the whole situation into account. ACs, approximately how much life the enemy has remaining, how many enemies are left (more dead allies means more focused attacks from the remaining enemies), how much you can heal, etc. It's not just more punching is more better.

Monte's point was that they should be making healing classes better for people that are like you and worry about action economy and stuff, while also wanting to play a class that doesn't participate in the battle by smacking everything but using their actions to support their allies. The point being that they should be better at healing, not just as good at healing but also capable of hitting things. Designed for people that actually want to heal, not just the guy running the cleric because the party doesn't have one and he couldn't figure out what class to be