Healing surges present several problems.
Like all forms of healing they assume a certain degree of entitlement, the idea that characters are supposed to have full hp at all times.
They also remove what was already a perilously weak sense of consequence after fighting a battle.
The special nature of divine healing becomes trivialized, altering the role of religion in the game world.
They posit some arbitrary "per-time" resource that creates a sense of capriciousness and unbalance.
The absurdity of wounds healing over in a second, an extension of the conceptual failure that is the hit point system itself, it really just adding insult to injury.
If you go the vitality/wound route, quick healing of vitality, even second winds, is definitely doable. But the healing surge idea as it exists in print now should be gone.