I got back to town late, so I don't feel like putting things up tonight. Instead, I'll post the results of today's attempt to provide some meaningful healing with cybernetics, the Energy Transfer module (rewritten) and the Restoration Matrix module (new).
Energy Transfer
Descriptor: None
Classes: Cyberneticist, Energy Warrior
Prerequisites: None
Sockets: Arms, Utility
Saving Throw: None
This module allows you to transfer your bio-energy to others. As a standard action, you can designate a willing ally within 30 feet. You can transfer your hit points to the subject, and the subject's nonlethal damage to you. For every hit point transferred to the subject, she heals one hit point and you lose one hit point. Likewise, for every point of nonlethal damage transferred from the subject, she heals one point of nonlethal damage and you gain one point of nonlethal damage. This is not damage, so damage reduction, resistances, immunities, and other abilities do not influence the damage transferred. You can even use this to restore the hit points of undead, constructs, and other nonliving creatures, although this module lacks the power to revive dead or destroyed creatures. Regeneration does not convert lost hit points into nonlethal damage, although it can recover nonlethal damage that you transfer to yourself.
If you have any temporary hit points when you use this ability, you can choose to lose temporary hit points in place of some or all of the hit points you lose or nonlethal damage you gain. For each temporary hit point you lose, you lose one fewer hit point or gain one fewer point of nonlethal damage. The subject still regains the full amount of hit points and removes the full amount of nonlethal damage.
Each time you use this ability, you can transfer at total of up to 10 plus your activator level in hit points and points of nonlethal damage between yourself and the subject. You cannot transfer sufficient hit points to the subject or nonlethal damage to yourself to cause your hit points to become less than 1 or to cause your nonlethal damage to become greater than or equal to your hit points. Similarly, you cannot transfer more hit points than is necessary to heal all hit points the subject is missing, nor transfer more nonlethal damage than is necessary to remove all nonlethal damage the subject has.
If you are immune to nonlethal damage, you cannot transfer nonlethal damage to yourself.
If you expend 1 point of energy while using this ability, instead of transferring hit points and nonlethal damage, the subject simply heals that many hit points and points of nonlethal damage; you neither lose hit points nor gain nonlethal damage. Since you are not transferring hit points or damage, the healing provided is not limited by your health and abilities.
The link provided by this module only works one way. You cannot transfer the subjects hit points to you, nor your own nonlethal damage to the subject.
Energy: Each point of energy allocated to this module increases the maximum amount of damage transferred by 5 points and the range of the effect by 10 feet.
Socket (arms)
You can siphon energy from creatures you injure. Whenever you hit a creature with a melee or ranged attack, you can also choose to cause one negative level to that creature, which lasts for up to 1 hour. If you do, you gain one point of temporary energy and 5 temporary hit points, which last for up to 1 minute. If you use this effect multiple times, the temporary hit points stack, but the temporary energy does not. You can use this effect no more than once per round per point of energy allocated to this module. This is a form of energy drain.
Socket (utility)
You can also transfer some of the ability damage that your ally is suffering to yourself with this module's effect. For every point of ability damage transferred from the subject, she heals one point of ability damage to a single ability score of your choice and you gain one point of ability damage to the same ability score.
Each time you use this module's effect, for each ability score, you can transfer up to 1 point of ability damage per point of energy allocated to this module between yourself and the subject. You cannot transfer sufficient ability damage to reduce you to to less than 1 in a given ability score, nor sufficient to cause your hit points to become less than 1 or to cause your nonlethal damage to become greater than or equal to your hit points. Similarly, you cannot transfer more ability damage than is necessary to remove all ability damage the subject has to any given ability score.
If you have a nonability or are immune to ability damage to a given ability score, you cannot transfer damage to that ability score to yourself.
If you expend energy while using this ability, instead of transferring ability damage, the subject simply heals that many points of ability damage; you do not gain ability damage. Since you are not transferring ability damage, the healing provided is not limited by your health and abilities.
Restoration Matrix
Descriptor: None
Classes: Cyberneticist
Prerequisites: None
Sockets: Arms, Core, Utility
Saving Throw: Will negates (harmless)
While this module is active, you gain a +2 enhancement bonus on all Heal checks, and you can heal wounds with a touch.
As a standard action, you can touch a living creature. The subject is stabilized. If it has any caltrop wounds, bleeding wounds, or other wounds that are specially healed by cure spells or magical healing, they are also cured. The subject is also healed a number of hit points equal to your activator level, but this healing cannot raise its hit points to greater than half its maximum hit points. The full normal amount of nonlethal damage is still healed even if only some of the healing can be applied. This healing functions as a conjuration (healing) effect, although unlike cure spells it does not function through positive energy and does not deal damage to undead. An unwilling subject is allowed a Will save to negate the effect.
Energy: Each point of energy allocated to this module improves the bonus on Heal checks by 2 and increases the amount of healing provided by 5.
Socket (arms)
This module's effect can target up to 1 creature per activator level instead of applying by touch. All such creatures must be within 30 feet of you.
Socket (core)
The amount of healing provided by this module's effect is doubled. Additionally, the effect also immediately ends any and all of the following adverse conditions affecting the subject: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. Any other effect that can be removed or influenced by a heal spell or similarly powerful magical healing is also affected by this module's effect. It does not, however, remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
Socket (utility)
The healing provided by this module's effect is no longer limited to half of the subject's maximum hit points. If you expend 1 point of energy, it also removes 1 negative level, cures all ability damage to a single ability score, or restores 1d4 points of ability ability drain to a single ability score.