I personally like the idea of Healing Kits working a bit like the Mad Dok.
Can only gain benefit from a healing kit once a day, during which you recieve a certain amount of Regen based on a Heal check for one turn, whilst for the duration losing a ridiculous amount of movement speed/spell failure/strength loss/etc so you can't just use it as a regen spell.
Less than 18, just one point of regen for a turn, heals 10 HP total.
18-24, get two points of regen and a chance to cure poison/disease.
25-39, three points of regen and a higher chance to cure poison/disease.
30-35, four points of regen and a chance to get the effect of a Lesser Restoration.
36+, five points of regen for a total heal of 50 HP, disease/poison cured, and some other benefit like a nice helping of temporary HP?
Now THAT would make Heal a skill worth investing in, no?
( P.S, just becuase some folks decide to go off-topic dosen't mean shouting for closure is the best thing to do, when you could just get it back on-topic with the same post... )