Healer:
+The character can resurrect allies after a battle.
+The character has no reason to participate in battle; they can just hang out on the other side of the empire.
+Relatively large health pool, if you take "Strength of Spirit."
+Fast experience gain, as a result of high Wisdom.
+Essentially, only one characteristic is really important for performing their job well.
+In the long term, you can significantly buff party members with your training.
-Useless in battle; can't be anything more than support.
-There's a choice between buffs and heals.
-Buffs and heals are not just determined before battle, but at the beginning of the month.
-The origin bonus simply gives access to this skill branch.
-Doesn't look very good from a role-playing perspective.
Water Mage:
+Significantly more flexible compared to the Healer.
+Ability to remove negative effects or heal more often than the Healer.
+"Charges" for healing and removing effects scale with characteristics much better.
+Capable of not only healing when it comes to battle.
+Free origin bonus.
+Ability to expand the arsenal of abilities by studying other schools of magic.
+One of the starting items is, in fact, free skill points and outweighs most other options in terms of usefulness.
-Unable to resurrect allies.
-Buffs are absent as a fact, unless you study other schools of magic.
-Need to be present in battle.
-More fragile than the Healer and gains experience more slowly.
-Needs accuracy to be able to deal damage and is generally more dependent on characteristics.
I probably missed something, considering I'm sleepy and already nodding off. But I would choose the mage from this pair.
Added 1 minute ago
Can Arandor's Ikigai be discarded?