So, a few things.
1) I've been playing a playtest cleric with the new cure spells for a few months now, and it is such a nice feeling. 2d8+mod, with an additional 2d8 per spell level means that when I Cure Wounds the paladin, I can actually keep him going for two or three rounds depending on how many enemies hit him. I actually combo'd a 2nd level Cure Wounds with a use of Aura of Vitality to heal 30+ hp in a single turn with my cleric (it was also the most effective I could be, since I was hit with Mass Suggestion and could no longer take aggressive action towards the enemies for the rest of the day). I am 300% behind this change, because healing no longer feels like a waste of everyone's time mid-combat. Bonus points, I have rarely felt the need to utilize Healing Word, and actually would prefer to use Cure wounds a lot of the time. Since I can actually make a significant difference with the Cure Wounds I save Healing Word for if I can't reach an ally or if I also want to be dishing out some damage. It isn't the go-to healing spell.