The wand of cure light wounds is kind of a strawman, a theorical possibility. Ok it is very possible it showed up on some games and some groups, but if at character creation you just make a healbot (like the cleric, bard, favored soul or even better the healer) and make it known, those won't show up if you don't speciffically craft them/buy them and even then it is you as the party healer who brought those into play (unless the DM or party rogue just wants to act mean to you, but that is a table issue).
Previous editions had a healer's sweet spot at lower-mid levels, in 4e that sweet spot isn't really there (of course I could be wrong, haven't had the chance to play a paragon tier cleric yet).
I'm just speaking out of my own experience, never before 4e I was on a position where my healing was rejected, or I found myself dreadding being healed. It is funny previously having more than one character capable of healing was a good way to share the burden and ultimately extend the adventuring day, whereas in 4e coexisting leaders have to "compete" for surges or otherwise end up depleting the resource, and I learnt that the hard way, One would think that having three leaders on the party could be good (yay for extra free attacks), but when they end up eating all but two of your surges (which you ahd been hoarding all day long) on a single fight which also leads to your untimely death, something obviously is wrong. Never before I thought there was a thing such a too much healing, now I know better. It was kind of sad that the kind of character I enjoy the most is very much unwelcomed on 4e, beacause it just breaks the game.