I don't think people need to apply to LT roles to fix it, I think shamans as a playerbase need to gather together to better roleplay and create events between each other as to improve the general standing of shamanism on the server. There are issues(as is the case with every magic) where people aren't reading specific redlines/lore posts, or utilizing the lore that we currently have before we spend the time trying to rewrite and retcon everything. I think that's been one of the largest issues with shamanism, a lot of half-steps toward improving Shamanism, rewriting parts of lore, but never tackling it all together due to the scope and size. We have had many Shaman LT in the past there to write shamanism, but it mostly was people arguing about the nature of the Spirits rather than any tangible progress forward.
If I could gather all the shamans in a room together to try and improve shamanism I would-
1. Ask them to be a more unified playerbase in events, interacting, and creating engaging stories for themselves and other players. Spiritualism goes ignored a lot of the time and although people reflavor the Spirits to suit religious/cultural ideals, it doesn't match server canon or allow for an expansion of what we currently have. Haruspexy is rarely used though would fit way better for a lot of these cultural groups rather than completely erasing previous spirit lore.
2. Teachers especially need to do a better job at guiding shamans toward more collaborative or engaging events and stories, shamans rn are mostly delegated to instant healers which feels bad balancing wise, and rp wise mises the point of Spirits pacting with shamans- to gain more influence. While healing does exert their power, it's not a shrine, hex, or some kind of deal established to make sure that people are worshipping the spirits.
3. Erase the general frustration about shamanism "not being as powerful" as the other magics. Shamanism as it stands has no drawbacks that typical deific, dark, or other combative magical subtypes have. It has tons of crowd control, ranged attacks, healing, and effective damage towards pretty much every other magic on the server. While I recognize a lot of the combative parts of Shamanism needs to be tweaked, I don't think adding 50 combative spells will suddenly change it to be in a better standing without effort from the playerbase.
4. More MArts, Prophecies, Remnant Hexes, and other quests shamans can pursue- for a faith based magic system, it feels like a lot of the "journey" shamans go on is something completely in the background of regular server dynamics, or only gone after by a specific few of older shamans. I don't think this only means pump out a ton of shaman MArts, as education, writing, and engagement need to improve from the Shaman community as a whole as to create better standards and paths for new players.
I think thats it.