KidSnide
Adventurer
is the problem that there's no normal-combat wound that can be healed by magic, but not by preternatural healing like that of the warlord? Because that's about the only difference 'knowing' a wound is 'mortal' when it's inflicted, rather than when the character dies of it would make - this guy has a punctured spleen, an encouraging speech isn't gong to save him, bring on the divine band-aids or he dies. Is that the distinction you're missing?
At least for me, that exactly the problem. When a character drops, I'd like that to be narratively associated with an actual serious wound.
Personally, I'd put Inspiring Word and Healing Word on the same level (i.e. both are spiritual/moral encouragement and neither heal actual physical wounds by themselves). I'd like to see a rule where - to bandage someone who has fallen down - the character must move adjacent to the character and either make a healing check or use some other ability to stabalize the character before they can stand up with a healing surge.
If martial healers aren't quite as good as divine healers, and there is an extra tactical reason to heal someone before they go down (rather than the current bizarrely unintuitive incentive to heal after the character goes down), then that's all for the best.
I don't mind magic that binds wounds, and I don't mind yelling across the room to inspire a bruised and exhausted character to keep fighting. But I don't like yelling across the room to inspire an unconscious character back to his feet. That always struck me as very odd.
-KS