Ah, but there is a Cure Serious Wounds item in the game already - the Bead of Healing on a Lesser, Standard, or Greater strand of Prayer Beads.
In fact, if you read closely, you'll also note that the Bead of Healing is a Command-word activated:
SRD said:
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
No mention is made of the bead of Healing, so it defaults:
SRD said:
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
Although, valued at 9,000 for "Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease" once per day; by item creation guidelines, you have:
Cure Serious Wounds (3rd level spell, 3*5*1800=27000 base)
Cure Blindness/Deafness (3rd level spell, 3*5*1800=27000 base)
Remove Disease (3rd level spell, 3*5*1800=27000 base)
Activateable once per day (divide by (5/1)), and only one of the three per day - multiple similar abilities: 3/4ths of second, 1/2 of third.
So, by guidelines, the bead is valued at.... (27,000+0.75*27,000+0.5*27,000)/(5/1)=(27,000*2.25)/5=12,150 gp for Command Word; as Spell trigger, that would be 10,125 gp; I'm not sure what it would be for Spell Completion.....