Most Healing abilities, if they aren't HoTs (Healing over Time) are one cast, one heal skills. But that doesn't really help for in the moment healing, or rather, you can't Breath of Life someone through an attack, instead you have to heal them after they've taken the full force of the hit, mitigated or otherwise, then you click and give them their health back.
But what if Healing abilities were channeled from the continuous press of the key it's assigned to? This is sort of a HoT idea, however in this instance, it would steadily use up more Magic the longer you have the key pressed and the heal is channeling. Say for those Dungeon Mechanics where the group has to survive through ten seconds of constant damage, instead of spamming Breath of Life over and over, why not just press and hold, channeling the ability, and constantly healing your group through the entire attack. In some cases, depending on the severity of the target's attacks, someone in your group could still wipe in those milliseconds between casts. This way, the Healer has a better time of doing their job.
And this suggestion could work for all kind of abilities that do healing/damage over time. Imagine this as the channel for the Templar Ultimate Rite of Passage, but instead of being locked into a set timed animation, you're controlling the channel. To balance it, make them act like weapon Heavy Attacks. Give the channel times a max limit of how long you can channel before the spell breaks and you have to recast, and the longer you channel, the longer delay there is between casts.
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