If I could put in a plug-- Imbued Healing and Initiate of Ilmater are some crazy good healing feats that often get overlooked.
The problem with the Healing reserve feats is that they only function when the person is below half health. Well, that's precisely when you need a clutch heal. Burning an action to heal someone 12 hitpoints is not going to keep the healer ahead of the damage.
But imbued healing is the bomb. It doesn't cost a level increase. You can apply it (it's metamagic) to channeled heals on the fly, at the cost of casting the spell as a full round action. (Not one full round. Jebus, I hope they fix that in 4E.)
And twinned, imbued Close Wounds is the best "oh no you don't kill my buddy either" spell ever. Further, it scales for free as your party rises in level. And it satisfies the prereq for Twin Spell.
Initiate of Ilmater is also great. It solves the overhealing problem. I just unload with my most effective heals--if I go over the HP cap, so what? In fact, I've started dungeons with Omen of Peril (time to buff up?), and if "great peril" shows up, I cast an imbued Mass Lesser Vigor. That's 20-odd hitpoints above folks's max, plus 8 hitpoints for the imbue. For a 3d level spell, a functional 112 hitpoints (I'm 8th level) healed before the fight starts is fan-tabulous.
cheers,
Carpe