If you look at the proposed numbers as a whole, this is actually a boost on the lower level heals and a reduction on the higher level ones to keep the difference between a Mass CLW and a Mass Heal somewhat reasonable - instead of a total nerf. Don't just focus on the maximum heal of the highest heal spell, and overlook Mass Cure X Wounds.
Also, take a look at the tooltip formula - if you do the math, you can see that if Healing were working as intended, healing would generally be a lot weaker.
Also, remember that healing numbers are hardcapped by player HP, as overhealing is wasted healing. So for Fraggle's example of a 750 HP ER4 toon, any heal value over 750 is essentially worthless. A typical 40 player has somewhere between 700 (poorly geared, low Con) to 2000 (raging Barbarian) HP - so heals need to be scaled appropriately.
That said, I'm perfectly open to adjusting the numbers to something Brumm and players feel is fairer.
@FFF - I don't see a problem with making a level 0 spell not completely useless. Remember in this server that a player can instant drink a G. Resto potion with no cooldown.
@Lady Seline - For a somewhat serious healer, A low ball estimate of Heal Skill would be:
43 Base + 2 Wis mod + 10 heal skill book from Trinity bookstore + 4 G Hero potion + 22 gear (if everything only had +2 heal forged on it) = 81
Wis casters can easily get +20 Wis mod healing, and gear for healer classes can go up to +10 skill per piece.
Hence, balancing them around a bare minimum of 90 skill or so would be more fair, since that is a number reachable by most. The non scaling static part of the heals I proposed is to cater to non 40 levelling healers who would not have such high skill/CL, and to make Cure X Wounds/Heal potions not totally useless.
@Zippy - I also like the idea of a minimum % healing. Maybe add a minimum of "Healed amount/10"% to each of the spells? "If this spell would heal less than X% of the target's HP, it instead heals X%" This would make a raging barbarian a lot tougher as they get healed for more.
So for example, under the formula I proposed, a 50 CL/100 heal skill would heal for 700, min 70%.
So this heals for 700 for any ally with up to 1,000 HP base. For a raging barbarian ally with 2,000 HP, this spell will heal up to 1,400 HP instead.
This % healing thing could alternatively be implemented as a feat. (Oh hello, Augment Healing!)