We agree on two out of three, that's not bad.

Overhealing is good on several levels, some of them subtle - for instance, it could mitigate against the tendency towards whack-a-mole, since healing early runs less of a risk of inefficiency.
And, some at-will support is definitely a plus. At-wills have been a solid addition to 5e, across the board, really, helping classes express their concepts consistently, rather than wizards falling back on crossbows or darts, for the tired instances from past editions.
The Zone I'm not so sure about. It feels like conflating 'the grid' with tactics. Tactics are independent of your choice of play surface, or at least should be. That and it's the character that's meant to be the tactician, so I hope to see benefits based in 'tactics' in the character's narrative, not the player's use of game-tactics (though that's fine, and there should be room for it, the class shouldn't over-emphasize them or depend upon the player being the DM's idea of tactically savvy to work). OTOH, it reminds me a bit of reservations I had about the Shaman's spirit companion, that turned out to be fine, in play.