This is up late because of internet troubles.
6. Healing Surges
Well, not really.
I must admit that if I were to demand the same level of precision of myself that I ask of people who say that they don't like healing surges, I would have to say that I'm not actually thankful for healing surges.
I am thankful for a number of elements that are related to healing surges, but do not actually require healing surges and can be implemented without them.
First off, I am thankful for healing that is proportional to total hit points. A spell or ability that restores hit points generally has the same relative effect whether you have 30 or 130 hit points. You don't get situations where a spell or ability which is enough to bring a low-level character from dying to full hit points has barely any visible effect when used on a high-level character.
Next, I am thankful that characters have the ability to restore their own hit points. It makes characters generally more self-sufficient, which makes solo adventures more viable. It also makes the party as a whole more resilent in the event that the party healer has used up all of his healing abilities or is out of action, or if nobody wants to play a healer-type character.
I am also thankful for non-magical hit point recovery, which has some overlap with Martial Power, above.
Finally, I am thankful that 4e's understanding of the action economy makes healing quick and/or significant. In my view, it is pointless to spend a standard action to heal yourself or your ally if the amount healed is insignficant relative to the damage that your enemies are expected to deal. If you have to give up a standard action to use a healing ability, at the very least, it should restore enough hit points to your target to enable it to take another action under normal circumstances.
It's a little difficult to get all of the above into a single sentence, though, so for brevity and simplicity, I will just summarize and say:
So, thank you, 4e, for healing surges.