I've seen comments on these boards that stood out from most of the "healing sucks" comments. They basically said that it didn't make sense that characters get harder to heal to full as they advance in level and that a Fighter is harder to heal than an equal level Wizard. At 0hp, everyone is basically in the same condition, so healing them up to full should take an equal amount of power, right?
Now, the person who brought this up went on to say that everyone should have roughly equal points and reduce damage differently, but I'd rather take fixing this problem in another direction. What if Cure spells and the like healed based on a percentage of the target's maximum hp?
For example, what if Cure Light Wounds healed 20% of the target's maximum, Moderate healed 25%, Serious healed 33%, and Critical healed 50%? How much would change?
Right off the bat, I see their value at low levels dropping immensely, but I feel that putting a minimum amount healed on each spell would be able to offset that, such as 5hp on Light through 20hp on Critical. While once again this makes less sense in that the Cure spell rapidly heals a smaller percentage of the total, the window is much, much smaller (maybe one or two levels, in most cases).