It has been a while sense I have played, but here were the fixes. I have seen. Yes, healers are lame and I hate the needed cleric slot, that no one wants to play.
It depends on you play style how much healing or walking wounded you want. It is easier to do a full heal up after ever fight. Walking wounded takes some play testing.
Have a reserve points(RP) style. It Equals/Twice or might be Half of your hp. As a standard/minor action you may heal up to your con score per use. PC can do it least once per fight. You can make feats/give as rewards better in fight heal powers but it all comes from the RP. Once your run out of RP for the day you can no longer heal yourself for day, or you need magic heal if you are feeling kind. Your RP resets after a long rest. PC can draw on the RP after a fight to full heal up per a short rest/bandage yourself idea.
You also have the option of saying you can't heal magical if you run out of RP at least not out in the wilderness/dungeon.
OR staff of healing but modified. It uses you a standard action in fight, but you don't need to make a use device check. In other words, an dummy/fighter can use it they just need a open hand, or make it a item that works in your pocket/bag. A good rule of thumb is 1 cure light/per PC plus 1-2 extra per fight uses min. plus pretty much infinite uses out of combat. The idea is to keep the fun going not cure every cripple in the city so it might run out if used for hours straight. If you want the walking wounded campaign idea. You will have to have a daily limit.
No, I don't want to hear fun limiting rules about staff of healing don't work like that. This is Nonsense the idea is to max out fun not add to the 5 min adventure day. So this might be the most powerful item in the whole game if that the amount of healing it takes to keep things moving. In fact this should be in int artifact so it can get bored healing or what every GM needs it to do. Also, it can be arcane or divine. It so not matter. Normal magic item rules do not matter. Plus, this item is a party resource so keep that in no matter who hads it. So it the wizard/who ever "owns" the item but needs both hands for his build don't punish him you make the limit his build for the party needs make "the staff" a ring or a amulet that sits in the bag of holding bc that PC filled all his slots up. Also, the no device rule helps with we all want to be fighters or want not or can't use device.
Or you can combine the two but drop the staff of healing to more regular staff of healing norms, but I would keep the just use heal power not make a device check.
Or you can "make" a healer pick a tiny magicial creature/imp/fey/angel/whatever. give it an party lvl equality of healing as if it were a cleric. It does a few things well it hides(pretty much it is to small to hit or see by most enemies +95%), moves around the battle field healing, healing PC after a fight, and make fun of the PCs when they do really dumb things. This also helps keeps the TPK as the healer is not a PC. It can be GM or a PC's minion. Helps make that retarded familiar useful.
These ideas should keep the fun going forbore with out that stupid cleric/pad ruining every bodies fun bc when our 1lvl party w/ no healer and down to our last hp bc we rolled bad fighting a dire rat as a first fight for the day has ended the adventure day silliness.
Now go forth and be awesome!
Death to the CLERIC and PAD! Amen
