It's great that you're doing a Witch guide, but I do have to disagree on a few things:
Thanks, I value your input.
Hexes are (mostly) SUpernatural, not SPell-like. So, no Spell Resistance, and no AoOs.
I realized that, but felt like making the disclaimer just in case. Any hexes that exist or come out in the future that ARE Sp will not have to worry about AoOs unless that hex says so, which is a nice little benefit should it ever apply to anything.
I'm sure it gets outpaced at higher levels, but what part of "One free cure light/medium wounds apiece for everyone!" sounds bad?
The part where wands of CLW are 750 gp for 50 charges. Maybe some games don't use them, but it's a common, cheap item, right in the core book. And it makes small amounts of healing (ie, "out of combat healing") much less useful/important. Healing IS amazing for an RP standpoint that you can literally heal an entire metropolis of people if you needed to.
I have to take exception to this rating - with Cackle, this becomes a fantastic save-or-suck power. It applies to pretty much ALL d20 rolls the victim makes. (And if your GM uses any sort of fumble rules, the hilarity never stops.)
Ah yes, fumble rules...I don't consider them in my judgments because I hate them so much... Yeah, it's nastier with fumble rules. I should probably make it green, it's just really dissapointing that save negates completely. I know you can't slumber everything, but it just seems like you can screw up a monster so much more if you're going to use a save negates ability.
LOL. I'm pretty sure you can also use it to deliver touch-range spells with a 10' reach.
Or do both simultaneously!
It IS good (you left out "and the save scales as you level"), but it's mind-affecting, and it's single-target. Two potential downsides.
Well, you don't see too many many-target save or dies until higher levels, so can't be too picky.

I know normal sleep is at level 1 usually, and color spray sort of is (range is so short, though!), but I don't think being single target is that bad a drawback. You can only hit each creature with it once/day anyway.
Until it's errata'ed, it seems like a pretty nice save-or-lose spell, and one that targets Fortitude, unlike most witch tricks.
Oh, absolutely, I really like it, I think it's THE best hex at level 10+, and that includes the grand hexes. But it is very under-defined, so it is hard to accurately rate, I just defaulted to average. Going by strict RAW and not reading in things it doesn't say (can't coup de grace people frozen in it; being immune to paralysis means it can't paralyze you even though you're stuck in ice; you're still paralyzed on a failed save even if you resist all the damage; etc...), it is a very very strong ability, on par with Slumber for sure. At least blue, probably violet. But...it's too screwy to rate currently. How good it is will vary wildly upon each DM's interpretation of all the blanks the description didn't fill in.
See my comment on regular Healing.
No, I have to completely disagree here. 3d8 or 4d8 + level once per ally per day simply isn't going to cut it at level 10+. The amount of healing increase compared to the hp of the party and damage monsters deal just falls way too far behind. You'd take it if you had no better hexes to take. Which, at higher levels...is possible. Not many good higher level hexes.
Yeah, but they get three saves against it.
By my reading, two saves. The initial, and then the one to not die. The exhaustion comes automatically on round 2, no save involved.
[sblock]Death Curse (Su): This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet.
The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted.
On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.[/sblock]
So it's sort of like a Phantasmal Killer that works on more types of creatures, has nastier effects if they avoid death, and is useable at will. Seems decent to me.
Maybe, but not many cause them to suck until the GM or you say "Okay, you FAIL NOW." (No duration listed.)
Hmm...no listed duration is interesting. It does have the clause about going off on its own if you're not around, though.
It will leave an opponent worthless and lootable for one hour, then questionable. (And probably hopping mad.)
An hour? How? I read it as they reincarnate as the new form instantly. And most of the reincarnated forms are a net bonus. And again, it's rolled randomly, so you have no idea how useful it will be as a debuff. Please explain how it leaves someone worthless for an hour.
Interestingly, nothing in it says that you can't use it on yourself. That's one way to get around the aging rules...
Mmm...just like a Druid... You'd probably lose mental age bonuses, though.
The negative level's pretty brutal, but if you have some downtime and need a spell you don't know, summoning the ghost of a dead caster seems like a good way to get it.
Hmm, maybe. I need other people ot elaborate ways to make that good. I avoid the calling/binding spells like the plague and know nothing of optimizing them. I really don't like the costs involved and it seems like most of the good applications are game-breakingly good. So it never interested me.
LIES! At least from levels 1 -10.
Granted. There are a fair number of good low level hexes. The major and grand ones are a huge letdown, though..
Minor Healing is not completely terrible early on, and in a low magic campaign, I think it gets green/blue all the way. It depends on how much healing is available. If witches could change hexes like fighters swap feats or sorcerers swap spells, I think this is a strong blue which gets changed out at level 5 or whatever.
I agree with this. If your DM lets you retrain hexes, Healing is a solid blue. It just loses its ground so fast and so much after not that many levels, I couldn't rate it higher.