Imaro
Legend
This should come as a surprise to no one.
Without magical healing, advantage 4e. I totally appreciate that, and as matter of fact prefer it. If I want to have a low magic world, I can finally do it without resorting to all sorts of weird contortions of the rules.
I think this may sum up why there seems to be a failure to communicate. I don't think it's anywhere as simple as "advantage 4e". The only way that 4e is superior is if it in fact is modeling the type of stories you want to convey with it's particular healing mechanics. As an example... for some, part of adventuring in a low-magic world means that healing is hard to come by and adventurer's should be cautious when choosing to enter a life or death battle. Now 4e totally fails to replicate this type of low-magic world.
Instead of trying to declare one superior maybe people should really try to understand the problems some may have with healing surges... of course more and more I get the impression many 4e fans are more concerned with proving something than understanding any PoV but their own concerning healing surges and the narrative/simulationist problems they cause for others.
When you take into consideration Healing Surges a 4e character will have more available resources to continue adventuring, magic or no magic.
However each surge spent can mean more resources lost on average. Lets take a 5th level 4e fighter as an example. On average he'll have 50-60 Hit Points and between 9-12 Healing Surges. Each surge on average will restore 15 Hit Points. If he is hit for 20 points of damage he will have lost up to 33% of his resources, if he had 60 hit points. If at the end of the fight he decides to spend a healing surge he will regain 15 hit points. Using another surge is a waste of resources. So he goes into the next fight with only 55 hit points. If he gets hit for 20 more hit points, at the end of the fight does he spend 2 surges or just one. If he uses 1, he restores 15 and starts the next fight with 50 hit points. If he uses 2 he starts at full HP but "wasted" 5 hit points. So the usage of Healing Surges becomes a "tactical" consideration. The character can go into the fight already "down" HP, or full HP. But going full HP is not always the wisest option. If he decided to spend the 3 surges, it means that he has spent 25% (3 of 12) of his adventuring resources for the day.
If he is much higher level, then 20 hit points might be the value of only one surge. But if he had 100 HP to begin with, the value of each surge is 25 points. 5 HP restored are wasted on healing 20 HP damage, so the consideration still exists.
4e gives the character a choice to either conserve resources or "waste" them.
Is it mechanically different? Yes, but we already knew that the amount of hit points and perceived survivability of characters was modified in 4e. That is not a surprise.
Again, I think you might have missed the point of my post. 3.x allows one to model long term wounds better (and for the record no one is claiming realistically, though I would argue 3.5's healing is definitely in the realm of much of the S&S fiction I have read) than 4e does.
My point was also to debunk the meme that there are no mechanical effects in 3.x until one goes below zero hp's. Not starting the next encounter, or the encounter after that at 100% staying capacity (which until you run out of surges is easy in 4e) can very much abstractly convey a more long term or serious wound... since it does in fact affect your performance and effectiveness in a battle.
Now what you've posted above seems to speak great to the gamist nature of 4e where the player as opposed to the character chooses whether to heal fully and waste a bit of his surge or to not heal all the way and enter the next encounter at less than full becomes a question of mechanical resource consideration. However this has nothing to do with the narrative except to again reinforce the fact that HP's in 4e are in a state of strange flux... I mean what if I don't heal all of my hit popints from encounter 1 but then get hurt in the next fight and then heal all of my damage totally in the 5 mins after that second battle... what just happened there narratively? Why am I at a higher functioning capacity for the last fight (after two battles and still being hurt when I rested after the first one) than I was for the second battle??
I understand that for those who enjoy those types of meta-mechanics it's great... but it in no way addresses the problem of the narrative around serious/longterm wounds on a PC.