I guess 'meat vs mojo' is relevant. I can't see hit points as meat, it just doesn't work, the whole notion is beyond silly. Even a 1e level 9 fighter can literally stand in front of a bunch of orcs and laugh at them for 10 minutes while they fill him with longbow shafts. Granted, that's a little bit of a silly example, but its only the extreme. So 'mojo' is certainly a part of hit points, and I don't see that there should be a huge problem with 'mojo restoration' as being modelled using hit point restitution (IE a 'healing' mechanic).
In terms of things like healing kits, I have no issue with that kind of thing. I think there's room for clerical healing, inspirational 'healing', and mundane mechanical healing (though I would point out that if there's any degree of realism to be had that bandages are only marginally effective at getting people back to a functional level, mostly they just keep you from dying right away).
I don't disagree with any of the above. I don't really care about the Meat vs. Mojo debate, but if I had to vote for a side I'd pick "it's both". It's just not important to me, though.
Nobody is suggesting that there should be no RP or that we don't have RP in our games, that's missing the point. The point is that RP in and of itself, does not carry mechanical weight. At most the GM of a game may or may not decide to grant some situational mechanical benefit (or penalty) based on RP considerations. As I have already pointed out, a warlord built on some sort of RP mechanics different from clerical healing probably just leads to a necessity of having BOTH, or perhaps the warlord remains simply a secondary option, given that hit points are the central mechanic of the game.
So, I don't disagree with you here, either. One thing I love about the system
The One Ring is that there are numerous mechanics that interact with roleplaying and storytelling. D&D largely doesn't have that (Inspiration, I guess) which is too bad. But I don't see using non-magical healing on another player as something that fits into that category. "I shout encouragement" may, in its roots, be more social and interactive than "I cast a spell", but it's not really a roleplaying mechanic. It's a mechanic that represents social relationships. Two very different things.
If, on the other hand, Inspirational Healing had a greater or lesser effect, depending on the current relationship between the two characters, then I could see your argument. I'd still be leery of it because of the fluff that, to me, implies loss of agency of the recipient. But maybe the mechanic would be fun enough that I'd overlook it.
Also, bear in mind that my objections to all these micro-agency-loss instances are all based on the total picture. If the "Warlord" had a less obnoxious name, and none of the abilities that suggest giving orders and telling other people how to do their job, and fewer people compared the class to an "Officer", then I could probably overlook Inspirational Healing with no more than a twinge of dislike. Sort of like how I feel now about Paladins with halberds. But given that just about every aspect of the Warlord (that I see in homebrews) reinforces this image of "the rest of the party admires my leadership so much that when I jump they ask 'how high?'", this version of Inspirational Healing is one of many straws too many.
Did that make any sense at all?
Ban? I don't care to 'ban' anything, but the notion that you're 'forcing' me to RP a certain way by playing a warlord is no more or less true than that you 'force' me to RP a certain way by accepting your cleric's magical healing. I don't really want to drag things into a whole other side discussion about 4e's magical healing mechanics and how they radically differ in a flavor sense from other edition's version. I'd be happy to be able to play a game without the absolute necessity to have a healbot cleric though, given 5e's healing concept. As it stands it is infeasible, and the 'THP only' type of warlord wouldn't really change that.
I think you're exaggerating the importance of a healbot cleric. I've played in games where our only healing is a Bard or a Ranger and we've gotten by just fine. And if you need more, Druids and Paladins also make good healers. Heck, a Rogue with Healer feat (depending on DM interpretation) can be amazing.
Do you need
some healing? Probably. Unless your DM is willing to tone things down a little bit. But this ain't 2e, there are other options.
Anyway, I can completely sympathize with the belief that there should be more options for filling critical roles, so new classes that have healing ability are fine (as long as the classes are otherwise justified conceptually and with interesting new mechanics.) That part that I honestly do not get is why some people insist on non-magical healing. The only two reasons that I can comprehend are:
1) To play in campaigns where magical classes are not allowed (and maybe 'magical' subclasses, like Shadow Monks?)
2) To prove on the Internet that HP are not meat. (Although I would think that Second Wind proves this just fine.)
Otherwise, if other people in the party are casting spells right and left, and you're carrying magic weapons and drinking magic potions, why is it so important for this one thing to be non-magical?
(I'm asking it somewhat rhetorically because I've tried to understand it numerous times and it just doesn't add up for me. So if you have an illuminating explanation I'd love to hear it, but if you want to punt because you don't think I'll get it then I won't think less of you.)