So you have never ended a fight with the fighter completely out of surges while the wizard still has all his left?
After a single encounter? No. Because my party's other characters know when and how to step in, and I'll take advantage of squishy characters when they set themselves up to be vulnerable.
Comparing surges to powers is disingenuous. The whole of 4E is designed around the goal of allowing the party to press on even when your powers are depleted, partly through ever-replenishing ones (encounter powers), partly through not having any really devastating ones (even the most powerful Daily has nothing on a level 9 spell).
Press on =/= Press on indefinately. You've taken the idea that the game is designed around a longevity greater than before and taken it to villify sensible limitations on that longevity. That because -some things- have no limits, all things must not.
All other consumables; ammo, healing potions, and the like are such that you can have any amount, limited only by how much cash you've been able to collect.
Not so with surges. Once you have zero surges, you're all but impossible to heal without taking an extended rest. This makes it exceedingly risky to continue on.
That's sort of the point of running out. Of having a limit on how far you can go.
Sure, surges "facilitate" healing. Just like a healing potion, say.
Given that parties are no longer slaves to the Wand of Cure Light Wounds, I'd say that surges have facilitated healing quite nicely. Seeing that any character can as a standard action heal 25% or more of their hps -just because they can-, I'd say healing has been facilitated. The resource they use to do so is replenished daily, and has nothing to do with gp, treasure, or other hand outs from the DM. Given that parties tend to start every encounter full of hps, simply because healing surges exist... yes. It is fair to say they facilitate healing, because healing is available to everyone out of the box.
Okay, so when you run out of healing potions your character magically becomes immune to Cure Light Wounds and Heal Skill checks too... right?
Of course not.
Say what you will about surges, but they're definitely a mechanic designed to prevent you from healing.
Strangely enough, I find healing to be more accessible in this new edition. The finite number of healing surges is a limit on your access to this bountiful supply. Compare to third edition, where you healed how much per day? 1 point per level.
Or second edition, where you healed how much? Zero?
And as well, unlike previous editions, that Cure Light Wounds ability is -always- going to be useful, as opposed to being an ever shrinking drop in the proverbial bucket.
Actually, looking at that, how many shots of healing did the 3E party bring per day, at level 1? You started with 3 CLW spells to take care of the entire party. Compare 3 shots of healing. Now look at your character sheet. -Wizards- have more shots of healing per day than a 1st level party got for the -entire party.-
'But that CLW could heal a wizard to full!'
Fair enough. Take -two- party members, and add up their healing surges. It'll be 12 or greater. 12 healing surges is enough to bring three characters up to full. Ergo, more healing than three CLW, when CLW is at its best.
Healing surges and their associated mechanics facilitate healing, and that's a fact. If not, then what is it that's been healing the parties I run for in 4e? Magical faerie dust? Wishes and dreams? The power of the elder gods? No. It's healing surges, simple fact.
But of course, as with any consumable item that isn't treasure based, players often get greedy, and toss it away. If the healing surge mechanic is preventing you from heal, that is ONLY because you and your party mismanaged your fight, -and- have no idea when to call it a day.