I'm still of the opinion Healer Clerics are in a very bad place right now.
They Give up much personal power to gain very little in comparison to most of the other Path options you have.
Increased AoE healing range is nice, but it's nearly invisible, and I can't think of many times that I sat there and though. "Yeah, if my Healing Circle was vanilla AoE Range, this entire encounter would have been so much harder. Or even mass heal. Generally it's not even a factor in the mind when I am playing my Healer Cleric. Generally you cast these spells when people are grouped up anyways, so the range increase does not feel overwhelmingly meaningful.
The Reduction of Raising dead or resurrection is less noticeable, because most people have sequencers on their staff for these things, which costs absolutely zero piety, and is just free to use once per ten minutes. Not to mention the multiple ways between Rods, books, and stones that people can simply emulate this power again without any form of Piety cost.
The wiki still states that they do not get any proficiency with any sort of shields, which is an issue for clerics due to vestments. Meaning the already low AC of the Healer Cleric has even less ability to attempt to reach any form of respectable Value. Though for some reason this restriction does not seem to be currently active. (I am uncertain if this is a bug, or intentional and the wiki was never updated.) Old Healer Clerics were for a while unable to equip a shield at all. Game specifically told them they don't have the ability to do so, but new Healer Clerics do not seem to have this script, and releveling an Old Healer Cleric removed this limitation.
The only positives I really see that make any meaningful differences with the Healing Path Cleric are the Divine Favor and Divine Might.
Yes. It is nice to be able to forever cast Cure Moderate wounds maximized. However it's still a touch cast spell, so the Cleric still has to run straight into danger, with a very low AC mind you. To use this, which if you've only prepared one, and get hit and roll either poorly on concentration or run into that wonderful Nat 1 save, all your Cure moderate wounds is gone, so you still end up having to prepare multiples of this spell just incase. (I understand that's a thing all casters worry about, it it is still a factor here)
Refunding on Heal and Mass Heal is probably the best thing a Healer Cleric has going for them. Which is 100% a good thing.. Though I'm still not really sure why the Wiki says that Heal and Mass Heal interact with Divine Favor.. when those spells cannot be maximized? Not sure what's up with that.
Healer Clerics losing all weapons and armor proficiencies, means they aren't fighting their own battles. A 75% effectiveness reduction to all negative energy spells (While thematic) also means these spells cannot be used at all for offensive purposes. And their one decent offensive option only works against Undead, which there honestly is not a major amount of them in end game dungeons, and the ones you do run into all seem to have a positive energy resistance! Why is that a problem? Because Undeath to Death Can't just outright kill undead because their immune to death effects, so it's coded to do their max HP as positive energy damage.. but.. the resistance means that even if they manage to fail the save.. they just don't die? Sure they get weakened, but it's the only "Death" spell that even on a failed save and without protections against it, can simply fail to kill because the mob has a small amount of a specific resistance.
So.. No Melee attacks, Extremely limited spellcasting options, and specifically only really good at Healing Magic naturally. So what does a Healer Cleric do if people aren't taking damage in a group? What do they do if their alone to deal with the massive amount of mobs that are around every corner that all have very high HP pools?
Conjurations!
Before the Sequencer Update. This was a very useful option, as the cleric could imbue their conjurations with all the spells of their abilities. Then the sequencer update happened, we don't need to go into the history of this, pretty sure everyone's heard quite a lot about this controversial update that is still disliked to this day.
Now After the sequencer update happened, the Devs introduced Mass Zoo Wards. An ability to provide Attribute Buffs to your Conjurations because they were not targeted they were AoE. And it went to all casters yes? Because traditionally this was a spell ... all casters had access to? What..? No? Only Arcane Casters? Oh. Well that sucks.
So Healer Clerics had to now choose. Do you use an Arcane Sequencer because Concealment is important? Do you use a Greater Divine Sequencer, because you only get one Planar Conduit a day, and not having Spell resistance on your Conjurations simply spells death for them in any meaningful level of content, whether that be PvE or PvP? Or do you use A druidic one because your conjurations hit like a wet noodle (Except for two specific Examples that are significantly stronger than the other Planar Conduit options) and can't even protect themselves so the little bit of extra AC is.. something?
Oh. Nope. You don't get to use Divine Sequencers actually. You actually only have a choice between Arcane and Druidic. Why? Because the Devs decided randomly that Spell Resistance was too much trouble for people to have to break through to WoF / Dismiss Conjurations. So they replaced it with.. Lionheart. A spell that gives resistances to fear.. on creatures that cannot be feared? Undead cannot be feared outside of Turning, which they don't roll fear against. Outsiders are Mind Immune.. so.. why?
So what spells can a Cleric Cast on their Conjuration allies outside of sequencers? Bless and.. Prayer? Both of which are now Rounds/Level Casts which mean they last (Assuming your level 30 Cleric.) 3 whole minutes. And neither prayer nor bless are refundable spells for the healer cleric.. So, that's a spell slot every time you want to increase your conjurations AB by.. 1 each. Can't even cast the healing spells Monstrous Regenerate or Regenerate on your conjurations because they are technically single target buff spells thus are not allowed to be cast on Conjurations.
So lets Recap:
Can't Cast most of the offensive spells
The Few offensive spells we can cast against select ememies.. doesn't do it's actual job if the mobs actually have positive energy resistance.
Conjurations are in the tank, and are massively vulnerable to outright being deleted, because for some reason. WoF is stupidly simple to get ahold of not just by players, but also enemies, and enemies often enjoy using dismissal traps or casting dismissal spells in their dungeons designs.
Unless your a Necromancer or spamming Summon creature 9 (For some reason) you only get one of these conjurations.
Healer Also has given up:
Medium and Heavy Armor, and shields (?), all weapons outside of simple (Only reason their not at literally none is because that prevents them from actually using the staves designed for them, or even being able to gut fish)
Reduction of damage for Negative Energy spells by 75% (Thematic, don't mind this personally, but it's still something they give up)
Sometimes get extra casts on arguably good spells (Heal and Mass Heal) This is Okay.
Get a Range increase on Circle of Healing and Mass heal. (Again, never felt like this was genuinely useful.)
Get a piety reduction on Casting Raise dead or Resurrection (Again.. Sequencers. Wyrd Stones, Book of Souls.. so many other options)
We get to use respite at level 23! Which is a nice ability, but 23 is such an odd level to get this ability. Was it to try to tell people to multiclass? As early as 23 on a caster class with no synergies like the other paths have?
Infinite Cure Serious wounds. if you took the healing domain (Still Melee touch, You effectively only get 1 Domain as a Healer cleric)
Spontaneous Casting of a few Healing Spells. Useful, but completely untouched by refunds. Sometimes useful.. can't think of a time I was forced to stumble back upon a spontaneous spell because I don't have other options besides buff spells or healing spells.. so it's always prepared anyways?
If you just physically compare the paths of a Healer to.. basically any path outside of path of the cleric (The default one) it's got the smallest blurb, no synergies, and most of it's "Benefits" are pretty subjective, and just in many ways completely side stepped.
I'm still not even sure why two of the old abilities were turned into domain abilities. They were useful abilities, though niche, but they apparently had to be removed from Healers to be made available to every single Cleric Path.
I get it people are still apparently very grumpy about the time when Healers had the ability to overheal 150 HP on people. Those days are long gone though, and pieces by pieces the Healer's path has lost more and more functionality over time, either through direct Nerfs, or Indirect Nerfs through changes to others systems that a Healer path cleric relied upon (Because they literally have no other options)
I still am not convinced that Healer Path Clerics are even the best Healers in the Game anymore. Defiler Clerics are probably better (I'm not a math wizard, apologies, I can't break things down to a literal number by number method like some people can) but being able to dish out literally hundreds of damage twice a turn, while healing yourself and everyone around you while doing it is a pretty strong ability. Even Warlocks get to Heal people for nearly as much as Clerics can infinitely, but from a range, so they are mostly safe from harm.
If you disagree, you're more than welcome to educate me on how healers are somehow perfectly fine being literally unable to do anything, but I will admit I do not see how you can try to pass off Healer Clerics as just "fine" now, when they are a hollowed out shell of a path.
Edit: In regards to the Edit about the Healing Domain.. Oh good..? The domain I'm basically required to take as a Healer Cleric is going to have absolutely zero changes to it. Not really certain I'd call this a positive. This really only punishes people whom want to dip like.. 3 levels for domain benefits, doesn't really benefit people actually wanting to be clerics.