It links healing to the person being healed, not just the healer.
Thus, (fixed) in the post you quoted. You can make CLW heal 10% of target's hit points or 25% or whatever. No need for either surges or wounds to do that.
I'm one of those some. However, it's not really that big a change from having a cleric heal you up in 3.x, in both cases you start all your fights at max HP, the difference is in what you run out of. (healing spells in 3.x, surges in 4e, ability to takes wounds under the wound system)
In low level 3e (and most levels of AD&D) that's not really the case, since going into fights with some damage is common. Anyway, the short term effect there is the opportunity cost of the Cleric's spells. He loses versatility in responding to coming challenges. Loss of surges (or wounds if they have no associated penalty) only kicks in at the end.
This is probably where some groups prefer one and some the other.
Temp HP have a lot of baggage, at least in 4e. They don't stack. They can take you above your max HP, and they're strictly temporary; losing THP doesn't actually fatigue you in any way.
Essentially, if a warlord could give enough THP to absorb the hits from a fight, the fight would have done absolutely nothing to the party's resources. Whereas with surges/wounds, every fight drains at least a small bit off their resilience.
Ok, so those issues could also be fixed. Make temp hp simpler (they are simple in 3e, I think). Make the Warlord's ability only work if the character became bloodied (that way there's always resource loss).
Alternatively, just remove in-combat healing (almost) completely. No need for the Warlord to shout anyone more hp, he can grant AC or attack bonuses instead, just like a Cleric. This is my favorite solution.