YMMV on this one, personally I found 4e took away all of the fun from being a healer, no doubt it was better for people who didn't like it, but all of the changes stripped away all of the heroism from healbots:
Let's look at this supposed heroism a second.
*No longer running and shielding a fallen comrade, you heal from distance, no need to get yourself into danger for the sake of an ally. In other words the times you used to shine as a healer are long gone.
Perversely this is now done by non-healers to trigger peoples second winds. (Normally the party healer's). In other words the times to shine are still there - and IME it's far more common in 4e than previous editions.
*Healing is no longer enough to be useful, if you aren't contributing to the hp ablation game you are not helping the party.
Hint:
You never were. In 1e, there was no Cure Moderate Wounds and
Cure Serious Wounds was a 4th level spell. In 3.X the Healer was a
Tier 5 class. And being a dedicated healer as a cleric was taking the class and cripling it. In oD&D, of course, Clerics needed to wait until level 2 before getting any spells.
*You aren't a healer anymore, you are a killer who sometimes heals as an afterthought
No. You're a leader and coordinator who helps the party kill stuff - while possibly keeping your hands clean - but not very if you are healing them in the middle of combat.
And the 4e healer can actually healbot - he never runs out of Astral Seal.
*Out of combat you are useless as a healer, the party doesn't needs you, they heal by themselves as long as they have surges, and their hp reset every day.
You mean that out of combat the party heals through a Wand of Cure Light Wounds or Wand of Lesser Vigor (often backed by a Healer's Belt) and your job is to wave the healing stick? Out of combat healing only needs a class to do it in
AD&D where the Cleric was mostly a fighter who could heal and definitely couldn't healbot.
And all I can say about the change is that it is hugely positive to the group dynamic - no one is forced to play the healer in order to keep going. If someone wants to play a healer they can - but that is their personal choice.
You can contribute on a extremely limited fashion only, and if you want to do more, you have to burn valuable cash that would go to improve the party's gear instead.
I'm sorry. Are we talking about the AD&D battle line fighter who could heal a bit, the 3.X healbot that was doing the out of combat job of some fairly cheap items (Wand of Lesser Vigor, Healer's Belt - 750Gp each). Or are we talking about the actually useful healer with an unlimited reserve of Astral Seal, some pretty useful debuffs to use that don't get in the way of healing by taking spell slots.
*If you still went out of the way to be a superhealer, congratulations, you just made the already slow fights even slower.
That's precisely what healbots have always done. If you can heal fast enough to mitigate the incoming damage you are seriously slowing the fight down. If you can't and would be better off doing damage and then healing the pieces most of the time, you're not a healbot.
In short words you went from being a valuable party member to be a disruptive character.
The Pacifist Healer/Healbot has always been a disruptive character in a game that started as a game about killing things and taking their stuff. No less so in 3.X than 4e.
The combat-medic on the other hand (which is what the AD&D cleric was when it came to healing) is alive and kicking in 4e.