I've always played healing magic as a kind of accelerant for the body's natural healing, rather than some kind of super medicine. Healing magic, including conjuration and potions, provides an extra aetheric 'boost' to what would happen naturally, vastly accelerating it.
This means that while curative magic and potions can heal wounds tremendously fast, it can't do things the body couldn't on its own given time. If a bone is broken, and not set before the cure spell is cast, the bone will heal wrong. Cure spells cannot prevent scarring (Though they can minimize it somewhat). While spells like Esuna can wipe out unnatural poisons and speed the purging of natural ones, it would only affect toxins the body could theoretically purge on its own (Though quite likely the person would be horribly weakened or die before this as accomplished).
There are still diseases, ailments and injuries magic cannot fix. Magic cannot regrow lost limbs. Magic cannot bring back the dead. There are likely plagues out there that magic can merely ease the symptoms of. The Alchemist's Guild in Ul'Dah seems to focus more on remedies focused on specific ailments, rather than cure-alls like potions or cure spells, probably because it's necessary to be 100% effective against some of the diseases they fight. You can imagine a trade hub city like Ul'Dah, with a bustling refugee population to boot, keeps them QUITE busy.
Eozean medicine is undoubtably more effective than medieval medicine. I may, in fact, be more effective than our current medicine. It certainly is in the field. And I would rate their understanding of medicine as quite high, though their perspective is through the lens of magic, rather than science. Even if the magic is applied using scientific methods, is is still a completely different ruleset.
Meaning... as we have antibiotic resistant bacteria out there, THEY have their cure magic resistant diseases as well.
This means that while curative magic and potions can heal wounds tremendously fast, it can't do things the body couldn't on its own given time. If a bone is broken, and not set before the cure spell is cast, the bone will heal wrong. Cure spells cannot prevent scarring (Though they can minimize it somewhat). While spells like Esuna can wipe out unnatural poisons and speed the purging of natural ones, it would only affect toxins the body could theoretically purge on its own (Though quite likely the person would be horribly weakened or die before this as accomplished).
There are still diseases, ailments and injuries magic cannot fix. Magic cannot regrow lost limbs. Magic cannot bring back the dead. There are likely plagues out there that magic can merely ease the symptoms of. The Alchemist's Guild in Ul'Dah seems to focus more on remedies focused on specific ailments, rather than cure-alls like potions or cure spells, probably because it's necessary to be 100% effective against some of the diseases they fight. You can imagine a trade hub city like Ul'Dah, with a bustling refugee population to boot, keeps them QUITE busy.
Eozean medicine is undoubtably more effective than medieval medicine. I may, in fact, be more effective than our current medicine. It certainly is in the field. And I would rate their understanding of medicine as quite high, though their perspective is through the lens of magic, rather than science. Even if the magic is applied using scientific methods, is is still a completely different ruleset.
Meaning... as we have antibiotic resistant bacteria out there, THEY have their cure magic resistant diseases as well.