I mean, please, just think about this for a moment. Bioware replaced a Healing spell that they felt over powered the team because of three/four Mage Healers with a Barrier spell that makes the target nigh on invulnerable if you have three or four Mages with Barrier spell. Where is the logic in that? Barrier has simply substituted Healing but the underlying issue remains.
But it is distinctly different than healing because it can't be used out of combat and its only temporary - it doesn't last once the combat is over. Even if healing spells were restricted to combat situations - the effects of them (the increase in HP) would last once the combat ended. This is the issue: the damage, health, and combat situations Bioware developed were specifically balanced around not having the ability to heal outside of combat. This is my point, you are asking for ways to replenish health outside of combat with no limit, which this game is not made for.
I'm trying to say this thread has 2 main points. Point (1) is that limited out of combat healing is bad. This point is moot, because the entire game has literally been created around this premise, it won't change. Point (2) is that the removal of healing/support magic takes away an entire flavor of mage builds that people miss. This is true and it would be awesome if they fixed it, which is why I was suggesting non-healing based creation/entropy magic.
However, there is one way I could see this working. If you had a single heal spell that had limited charges between rests. So say a creation tree, with all the trappings (glyphs, regen, etc..) and a single spell, heal, that only had 3 charges or something. Essentially, an increase of your potion supply by 3 but via a mage spell. Maybe it could be upgraded to 4 and obviously going back to camp or resting would recharge them all. It would have to be the final spell in the tree so that you had to invest seriously to get there and sacrifice other trees. This would be interesting because it could also serve as a replacement for the +4 potions perk if you wanted, which a fun trade-off.
It could still be trivializing because you could have up to 4 mages which would essentially increase potion supply to 28 but you would have to sacrifice a lot of DPS to spec 4 mages out for it, so maybe I'd be ok with that. But my main point is that asking for unlimited out of combat healing won't happen, it just doesn't fit the mechanics of this game.