Your suggestions are all over the place chief. Let’s clarify between us at least. We both want competition right? We both don’t want DPS to control who gets loot and who doesn’t right?
Easy, it’s done already in other games. Give the boss participation values to healing and taking damage as well. They’d have to scale up with a multiplier since damage vs healing/taking damage are far from point for point at anything but low levels.
Anything else is over complicating things. We don’t want mass loot. RNG is RNG but increasing the amount of cubes will always increase the amount of output of loot, so unless they tune the numbers to make up for the fact that a channel full of people can obtain boss loot from a single boss, it ain’t gonna be a pretty picture. Super item inflation, some of the best gear for many levels come from some of the current field bosses. We want them to be valuable and rewarding to obtain, not equally brain dead easy (as you said, I agree DPS gets too much in this game. For other reasons like how anyone can wear any armor, makes most non-peltasta tank types obsolete. Or how there are no inherent class bonuses making stat pumping equal for any class. wizards are capable of being just as Tanky as most swordsman builds)
The limiting loot to a level restriction is just funky. Who wants to play an even more linear game where your level and stats start to diminish in value. May as well play GW2 where just that happens. You’re scaled to everything accordingly. If you outright make content (bosses) obsolete to players as they progress it removes a large part of the atmosphere of games like Tree of Savior. Going back to hunt bosses is as old as the original developers of Ragnarok Online envisioned (hint hint)