L&L said:First, it's worth noting why we want to reduce the party's reliance on healing magic. One of our goals for the next iteration is to add an unmatched level of flexibility. We want to make a game where one DM and one player can play through an adventure without undue need for house rules or changes to the core system. We'd prefer that if half the group misses a session, the DM can still run something without having to change the basic rules for the campaign.
Mike Mearls said:It's important to note that Hit Dice come into play to represent mundane healing. Potions and spells restore hit points and ignore Hit Dice. If a character relies on natural healing, it takes quite a while to recover.
I... didn't see any part of healing surges in there at all?So what we've got here seems to be that we're keeping healing surges, but not by name, and only as a limit on non-magical healing. Other baggage of healing surges (like energy drain attacks) may also no longer apply.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.