I think healing surges make the 15 minute adventuring day more likely then it was in prior editions so no I don't like them. The shame of it is with leaders getting healing powers per encounter this was preventable.
I am not a big fan of healing surges, but I felt that the most positive thing about them was that they made the 15 minute adventuring day far less common than in prior editions.
I've been playing D&D since the late 70s and until 4E came out, it was almost always 1 encounter/day and then rest/recover afterwards and then move on once back to full. The only times it wasn't 1 encounter/day was when you were trapped without means of escape, which can still occur in 4E.
In 4E, if you have surges left, you keep on going because you at least get your encounter powers back for the next encounter, and the healer(s) will get their encounter healing powers back. In previous editions, once the cleric and wizard burned their big spells, you stopped for the day.
My problem with healing surges is that they give you too much healing - most of the time, the 25% of hit point base value is bumped up by d6 or 2d6 plus another modifier that is likely +4 or better, plus a possible item bonus.