The argument that we should add a healer to beat a mob at the same level, or that certain mobs types of the same level are easier than other really underscores that point that the game is out of balance.
Let's review.
Balance: The state of having the risk equal to the reward.
or, alternatively: Having the payout be worth the effort.
Currently in SoR, there is very little phat lewt. We can argue the pros and cons of that setup in another place. Generally speaking, however, that means there are only two possible rewards: XP and mats.
Mats, by themselves, are not worth much. Typically they are considered secondary to the team goals. When we go fighting mobs, it isn't the mats we are after, it is the XP. I think we can safety leave mats out of the balance equation for now.
The bottom line, a homin, alone and reasonably equipped, should be able to fight a mob of equal level and have a good chance of winning. The reward should be worth the time and risk it required, I figure it somewhere in the 2000-2700 range. Sadly, with the artificial XP cap, it is difficult to assess relative value, but, if you add in the almost negligible value of the mats, you might come up with something close to balance.
That is, until you take into account the time to regenerate the energy spent on the kill. But, lets put that aside for the time being.
My more immediate point is that reasonably equipped homin can solo some mobs and not others. Plants are a favorite for the solo hunter, while aggressive kitin and carnivores are not. This, dear reader, means the game is not in balance. The plants are, most likely, too weak, while the aggressive mobs are too strong. Many of the herbivores are just about right in terms of attack power and HP, but the payout (XP and mats) is way too low.
Now that the baseline for balance is set, we can consider what happens in a team. The idea behind teaming, of course, is to either be able to take larger monsters than you can solo, or to be able to take the same monsters faster. Either way, for balance to be maintained, the reward must decrees relative to the new decrees in risk (after all, it is far less risky to hunt with a buddy looking out for you.)
So, what happens when we nerf the healing skill? Well, hopefully, as with any nerf, a developers heart is ripped out and burned as an offering to the gods of foresight; both as a plea to bless the designers with a greater ability to think things through, and as a ward against future nerfs. Once the dev team has paid the price for their lack of judgment, we can review the results. If healing is nerfed, we effectively increase the risk, and with no increase in reward, the game becomes unbalanced. Now, some of you say that healing is already too powerful, thus reducing the risk; but I would point out again that healing was increased to balance out the increased damage of some mobs. It has been postulated that those mobs have had the damage output adjusted down, but if they have, I would really like to know when, which mobs and by how much.
Also, I think PvP zones should be turned off