Sure, at level 3, at precisely 60ft away, with no other enemies involved you can outdamage slightly with a zealot. (Talking 1/2 level rounded down, so 1 damage).
- That's not going to be true for 80ft (any level).
Ok. I'm not sure "you have advantage on attacks against enemies who are exactly 80 away at the start of your turn" is a good feature.
- That's not going to be true at level 4 with GWM and probably not true with PAM either.
It's tied at level 4.
2d6+ proficiency (2)
2d6+ half level (2)
Any turn Wild Heart used PAM, the Zealot also uses PAM.
- That's not going to be true at level 5 with extra attack.
1.5 damage more than the Zealot.
2d6+2d6
Vs
2d6+1d6+2.
At level 8, Zealot is back ahead. 1d6 is less than +4.
And that's still only at specific distances.
- That's not going to be true if any enemy engages you before you reach melee range to the target with the zealot.
Zealot can still throw the javelin. They just lose advantage.
They can also just take an opportunity attack and heal the damage with their bonus action. Note reckless attack penalty doesn't apply if you provoke an OA before attacking.
So to combine everything, the feature would be....
"you have advantage on attacks against enemies who are exactly 75 or 80 away at the start of your turn.
If you start your turn next to a different enemy, the range is changed from 30' to 80'"
Vs
"+1d6+half level damage and extra health"
Again, I think wild heart can be better in the right party. But Zealot is just better in more situations.