Well, Imbued Healing is solid, especially for early heals. Temporary hitpoints for the win. And, no level bump-up. And, it satisfies the metamagic requirement that you need for Twinned spells.
Sacred Healing is indeed awesome -- a turn attempt for fast healing 3 for your whole party (which beats the Healing [Domain] feat hands down until you're 12th level, and probably even then, since it applies to everyone).
Touch of Healing (Reserve spell, heals 3 points per level of the highest level healing spell held in reserve, can do it all day) is just incredible -- for a campaign where the DM doesn't let you buy wands of lessor vigor. Free heals, all day long, as long as your target is below half hitpoints. The problem with it is that it becomes active (half hitpoints) just about the time you're needing to blow a clutch heal.
So, my plan is to go wands of lessor vigor for touch-up between fights, which leaves me as the clutch healer. An empowered, maximized, twinned Cure Critical, with Augment Healing, is going to top 150 hitpoints, unless I miss my math. That's enough clutch, I think.
We'll see -- it feels insane not to take Touch of Healing, Augmented Healing, Magic of the Land, and just forget the whole Twinned Spell thing. But I want to throw twinned Slay Livings down the road, so, maybe the offensive side of this is worth it.
cheers,
Carpe