One of the major pain points that shards currently has as a resource return skill is that it can only apply resource return to a single player at a time as opposed to orbs which can be spammed at a group of players that have a chance to synergize. While making shards affect the secondary stat as well as the primary stat is nice, I don't think it fixes the main issue at hand and still leaves shards secondary to a generic version of the skill. (therefore templars feel cheated)
The solutions I propose are:
1.) Allow multiple shards to stick to the ground. This would make the skill very comparable to orbs. However, as most have seen, shards are much more accurate and therefore likely to be synergized than orbs giving this a nice flavor to the original skill.
2.) Increase the cost of shards, but allow multiple players to synergize and gain recovery. This would be a much more potent version of the skill that would allow templars to simply send a shard into the group and provide group resources very easily. (This has the added benefit of bringing lower end group resource management more in line with higher end groups.)