Zardnaar
Legend
The staff of curing in AD&D 1e and 2e avoided 3.x's wand of cure light wounds problems by limiting the device to functioning once per day on any person. Also, staves only held 25 charges, as opposed to wands with 100 (50 charges in 3.x). And while the staff of curing was one of the few items that could be recharged, 2e added an item saving throw for the staff each time it was recharged and on a failure the item was destroyed. So, less resilient than 3.x's wands.
Wands of clw were fine. Being available for 750gp wasn't.