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You were right twice over, and the second half is now fixed too.
The first half — healing while attacking — was already closed off: natural recovery only accrues "while standing still", so a swing (and taking a hit) restarts the 10 second counter, and a player who keeps attacking never heals.
But that gate was applied to HP *and* MP, and it should only ever have applied to HP. The two recovery skills say so themselves, in the same file, in opposite terms (String.wz/Skill.img):
1000000 Improved HP Recovery - "Recover additional HP every 10 sec. WHILE STANDING STILL."
2000000 Improved MP Recovery - "Recovering even more MP every 10 sec." / "Constant additional recovery of MP"
Only the HP line carries a posture clause. Endure (1000002) settles it from the other side: it exists purely so a character hanging on a rope or ladder recovers "some HP" - an HP-only exemption, which would be pointless if MP were gated the same way.
Under the hood both bars shared one countdown, so an attack reset the MP timer too. They now have separate ones: HP restarts on a swing or a hit, MP counts straight through a fight and only stops when you die. Sitting on a chair still speeds both up - that is a rate bonus, not a gate.
What to re-test once the next build goes out: stand in a mob and keep swinging. Your HP should stay flat (that part is unchanged), but your MP should tick up every 10 seconds regardless. On a chair, both should tick faster.
Not live yet - it is on the dev branch and reaches the game at the next publish.