Suggestion-wise I don't think this is actually a bad idea, but it'd probably be a bit crazy with how fast HP bars go up and down already. Nem makes a good point in that a DM event may have a requirement for a high Heal skill, and it would be cool if there was an alternate build option too.
Outside of suggestions for addition to the module, I agree with t0rchic, it is true that Turn charges are best spent on other skills. I think we begin with Extra Turning as clerics, but maybe I picked it at level 1. It's either that or Combat Casting, I ended up with both, one way or another. That said, excess skillpoints for a healer can find a home in Concentration, once you meet your Heal requirement. A healing cleric is a faith healer and a miracle maker. Sometimes a clutch heal saves a life and it's all thanks to your good timing and your Concentration score keeping that spell from fizzling. Meanwhile, these feats keep your party healthy when missteps occur, and then you get to save your spell slots for when it matters.
Healing in combat is weird, given whenever people are talking, they hide their health from you, but it is satisfying to know you are making a difference when you do. If it came together for me, it will come together for you. There is more I have to do to fix my own build, but trust me, you will stand out as a healing cleric by merit of your roleplay's content alone, including when combat begins and people rely on you to save them after half their HP disappears unexpectedly. Trust me on this, if what you want to be is a life saver and relief provider, you can set out to do that, and you will excel at it.