tuxgeo
Adventurer
Ok. . . .
They've already introduced the "Healer's Kit" idea. What about just a simple, single entry in the equipment list:
Healer's Kit: This satchel includes various bandages, poultices, anesthetics and other useful materials for cleaning and treating various minor wounds. The Healer's Kit has enough material for 10 uses before needing to be restocked. Each use of the kit requires 10 minutes of uninterrupted time (if they call that a "turn" or a "short rest" or whatever, I do not care). Each use of the kit will heal 5 HP. Any class can purchase/use a Healer's Kit.
Done. Mundane healing for everyone.
1) It's a limited but renewable resource...cleric can use their spells for other things or keep one or two for "emergency" healing.
2) Puts a focus on the need for a secure area for a limited period of time to use the kit. So, no, you can't be almost dead in the middle of a fight and then POOF All bettuh! Let's keep fighting.
2a) Also puts a [much needed, imho] focus on the fact that if you're hurt/bleeding/losing/close to death...RUN AWAY! You don't have the guarantee of A) winning or B) a cleric to have a cure spell at the ready/waiting just for you.
Cleric's do not become "mandatory" because everybody can have their own personal kit...10 healings all their own until they need to restock. OR, a PC can opt not to and rely on the kindness of strangers or hope to find an occasional potion.
Sort of like that -- but each use of the kit should either "stabilize the dying" (as the Healer's Kit does in the January, 2013 playtest packet) or else heal 1 HP instead of 5 HP. Then if more healing is desired, the players and DM can agree to use the Hit Dice module. This allows there be different options for a wide range of tastes.