How To Make Healers Useful Again
Starting Argument
From Town Hall 6-8 healers seem like the most unstoppable troop in the game. All you have to do is put down a horde of giants and the healers will (hopefully) stay with them the whole raid as they tear through a base. However, when you reach late Town Hall 8 and up, they seem to be the most useless troop in the game. Why is this?
The Main Problem
When you hit Town Hall 8, you start to encounter bases with multiple air defenses more and more often. This is a problem, but with good strategy, these air defenses can be avoided and/or destroyed and the healers stay alive. The real issue with healers is their crazy long train time and their vulnerability to seeking air mines. The train time is what discourages high-level farmers from using them, because they are grossly inefficient compared to a barch or similar "tier 1" army. What really puts them out of order is that a seeking air mine can blow them out of the sky in the blink of an eye. Seeking air mines are killers to any healer strategy and that is the main reason why no one really uses them unless they are trolling someone.
The Solution
How can we make healers relevant in higher level gameplay? Well, we make healers like minions to where they are undetectable by seeking air mines. This would balance healers out to where they can still be taken out by air bombs and air defenses, but to where they actually make a difference on the battlefield. To anyone who makes the argument that seeking air mines would now be pointless, the seeking air mines would still affect dragons, lava hounds, and any other flying troop except minions and healers, which makes the seeking air mines still very useful.
Closing Argument
As stated above, healers are very irrelevant in high-level gameplay currently and need a way to be useful again. The way to fix this is make healers undetectable by seeking air mines so they don't get taken out in a split second. This would help make healers useful, while still making it possible for them to be easily taken out by an air defense if the attacker makes an error in his/her attack.