I agree that Healing Spirit and Rope Trick are similar in value, in many situations. Healing Spirit is also vastly superior to Prayer of Healing, in other situations.
Rational people can disagree between whether to cast Healing Spirit or Rope Trick, in a situation where either would be beneficial, because there are benefits and drawbacks to each. No rational person can suggest casting Prayer of Healing rather than Healing Spirit, because Healing Spirit is superior in every way, to an extreme degree.
Sometimes, though, and WotC has admitted doing this with Magic the Gathering, crappy things are deliberately designed so as to make the other stuff look better. If everything is good, then nothing actually LOOKS good. The contrast makes good things pop.
Not to get off-topic, but role-playing means that you make decisions as your character would.
So people are saying prayer of healing isn't a good spell, I'm not disputing this I've just never thought about it. How would people suggest improving it? Change the cast time to 1 minute? Make it a 1 action spell with concentration that lasts 2 rounds enabling the cleric to use their action in round two to do the same healing again?
Maybe if it let PCs spend hit dice as if they had taken a short rest, up to 1/3 your caster level (rounded down) in hit dice?
My experience with 5e is still very limited. We just started playing it and nobody is a cleric. I'm also going to start running a game soon to learn that side of things. I say that, because I've seen pretty much everyone say that Prayer of Healing is bad, but have had no personal experience with it yet. Sometimes bad spells happen due to design error. Sometimes, though, and WotC has admitted doing this with Magic the Gathering, crappy things are deliberately designed so as to make the other stuff look better. If everything is good, then nothing actually LOOKS good. The contrast makes good things pop.
To be fair, there is a certain set of challenge-seekers that derive great satisfaction from seeking out the “bad” or <shudders> “trap” options and finding ways to make them work. I once DMed a 3.X era whip fighter that was a constant thorn in my side. It did keep things interesting though.
I would often go with sub-optimal choices if the feat fit the character, but I never deliberately made a crappy character. They were all average or better, even with some sub-optimal choices.

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