Sorry, that sounds like the CLW wand writ large (and usable by anyone). Or, put another way, it's Healing Surges that you can buy with money. Rack up 3-4 healing kits per party member and you're good to rumble...Healer's Kit: This satchel includes various bandages, poultices, anesthetics and other useful materials for cleaning and treating various minor wounds. The Healer's Kit has enough material for 10 uses before needing to be restocked. Each use of the kit requires 10 minutes of uninterrupted time (if they call that a "turn" or a "short rest" or whatever, I do not care). Each use of the kit will heal 5 HP. Any class can purchase/use a Healer's Kit.
This is kind of the point... NWPs aren't really optional in 2e as a whole because every supplement assumed their use. Healing goes even deeper than this.
-O
Many people, me included, would argue that healing was never special to begin with. And if anything, 3e's Wand of Cure Light Wounds problem killed any lingering specialness long before 4e came along.
Sorry, that sounds like the CLW wand writ large (and usable by anyone). Or, put another way, it's Healing Surges that you can buy with money. Rack up 3-4 healing kits per party member and you're good to rumble...
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.
With this sort of thing, we don't assume that the default rule is the "right" or "correct" choice. With the core game, our aim is to err on the side of simplicity and streamlined, easy to learn rules.

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