I wonder whether the original poster missed this? It isn't clear in the original post whether he did or not.
Certainly the fighter in my campaign is finding this utility absolutely fantastic - a real life saver and tactically vital.
A defensive fighter with this can ruin a solo's day, quite honestly. Add in Sacred Flame to make it nigh impossible for the solo to win.
I am concerned that making a tough fighter even harder to kill may just end up discouraging the enemies from wanting to attack the fighter, and opting to focus on the more fragile PCs at the back instead. In this case, it would then become too much of a good thing. After all, a ready source of healing is good only if you are actually taking damage.
Don't underestimate slow.
You are Wizard. Improved Initiative is practically mandatory for you. Get the drop on them. Sleep them. They're slowed, so they don't get that chance to close in on you before they drop. Sure you don't get -all- of them, but you usually get enough that you're happy.
*bangs head repeatedly against wall*
I KNOW HOW THE GODDAMN POWER WORKS!
That was NOT what this thread was about. I seriously feel like I have to write a disclaimer to any thread I start stating the bleeding obvious, ie. this is the topic, not this, that or the other.
It didn't sound like it.
So, what powers have you encountered that aren't as good as you thought they'd be? Or heck, let's be positive and also list powers that were far better than you anticipated!
It's like Regeneration but with a ceiling of half hit points rather than full hit points.

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