Yeah, this is infinitely healing back in the game. i.e. the Staff of Healing.
To be fair, this is limited a great deal in terms of Per Person aid compared to how much any one could simply regain with a night's rest.
What is not taken into account is it's benefit to NPCs and what wealth it could bring to characters who use it for profit. The wailing 10's of 1000's of Greyhawk City would line up outside the doors of a temple were a Head Priest was using this to cure any ailing body. It is infinite healing unless destroyed.
I don't think they're pricing or balancing these things on the long term, exploration scale yet. Otherwise the list looks pretty good, an honest attempt to convert past edition magic items to the new game.
Personally, I suggest DMs spice them up a bit individually and by campaign. For magic items their powers are often their purpose, but their past, their construction, and their components can matter even if it doesn't affect "cost by power" analysis. For instance:
Oil of Etherealness - made from ethereal creatures in the Ethereal Realm. These could be trapped souls, ghosts, so their ectoplasmic gel (oil) is cool and unsettling when touched. Perhaps is can be felt to be scraping off when entering an area of protection vs. undead?
Potion of Strength - Made from the muscle fiber of an Owlbear. As such, it stinks like only a dead Owlbear truly can. Reaction checks could suffer a penalty.
Scroll of Protection from Undead - is a holy writ on papyrus from a long dead Priest of Anubis, the Aegyptian God of the Underworld. The description given to players is it protects against lost spirits of "Duat" and requires a certain Egyptian dance move to cast. If cast the scroll is used up, but if sold it is worth more gold than normally to its antiquity.