Going back a couple pages for a moment:
Surges help insure success and survival in cases where players do not wish to burden themselves with the albatross of thought.
I read this as Healing Surge = Way to keep people who don't want to think about tactics alive. I disagree.
Healing Surges are a resource just like anything else in the game (powers in 4e, spells in earlier editions, potions, scrolls, etc). They are a measure of your durability, yes, but if the player of the "Big Dumb Fighter" stands there and tries to soak all the attacks by themselves, the party will very quickly have to look for a safe place to camp or retreat back to town because one PC has run out of surges while the other 4 are still at full.
Healing surges, when properly managed by a complimentary party, are a method of extending the adventuring day. Plus it shifts the limits of the party healer's ability to keep everyone upright away from how many spells they want to devote to
Cure [Insert Severity Here] Wounds to the individual begging for the healing.
It may not be the best answer, but it's an attempt to shift healing out of the hands of the Cleric (or the Bard with a backpack full of wands) and into the hands of many other classes. Speaking in 4e terms, I've long been in favor of decoupling Utility powers from class so if the party fighter wants to pick up a few healing abilities currently relegated to the warlord, they can do it and play at the healer to a varying degree of success.
If Bob the Warpriest can off-tank, why shouldn't Sir Pointyend the Knight be able to off-heal?
It'll be interesting to see where DDN ends up, knowing it at least started from a "rest budget" to determine what kind of non-Clerical healing was available to a party.