Pretty sure stabilize != spend a surge.
I think this is the key reason for a bunch of these. Also, it's why they're not quite as strong as class-specific powers.Besides. It's an opportunity for any class to jump on the healing bandwagon.
Skill powers are power-neutral options. When you take one, you aren’t gaining a particular advantage, so they don’t need to cost a feat.
Well if they had the idea for it two years ago, sure... but we have to remember that the stuff in the first Player's Handbook was all made without knowing how the greater gaming community was going to handle or work with it. So the stuff they are doing now that goes "outside the box" couldn't have been done then, because at the time there was no box.I mean, I totally agree with it, but isn't that the whole problem with multiclassing feats at the moment? Wouldn't it have been better to take this idea and apply it there, too?

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