If you consider only one dimension of the character, yes. It's more about the twink enabling you to be "good enough" at a second "thing", melee dps in this case.
If we take shroud pt4 as an example.
The green not-have cleric might be able to heal for 1 round without pots
The unorthodox abomination might be able to heal for 1.5 rounds without pots
The veteran have cleric might be able to heal for 2 rounds without pots, able to heal 3 rounds in a "good" group but a "good" group would never need 3 rounds.
The green not-have cleric wouldn't have the twink nor skill to melee+heal
The unorthodox abomination might have the dps of roughly 90+% of a twitching 2hf FB
The veteran have cleric might have the dps of roughly 60% of a twitching 2hf FB
The unorthodox abomination might have enough dps and healing to be equivalent to a dps+healer even in a good group, in a worse group it might be noticeably better than a random dps+healer. For some groups the added dps might outweigh the lesser capabilities to heal, mawr dps=>things die faster=>less damage=>less mana required. Skewing things a bit ofc
---
In a good group in current content, are higher tier mass cures and mass heals required to cope with the hp lost or is the advantage a higher efficiency in spell point usage?
If this is the case one could translate the benefit of higher spell levels into more spell points.
Does veterans without the ring of epic spell storing commonly resort to massive pot usage in decent-good groups?