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Heinvir is basically built as a party healer - has both those disciplines and gets one of them free compared to a player - just give him Invigorate, Light of the Emperor and Regeneration for 3 of his ability choices and he's good to go. You'll get him in the first chapter and he's a mandatory companion.
Be aware that ability choices are really limited - you only get 8 per character throughout the entire game, so building a healer already takes up 3-4 of them. If you want him to have offensive powers as well, or another discipline, that's going to leave you unable to take any class abilities.
I love that this game has new lore (for me) and that makes me read everything with great delight. And I get to think and research about builds.
But, on the other hand, I don't like the healing part (not only that there is not ranged healing from the beginning, but I've met a ship and I couldn't "buy" medkits from them. Only weapons). And I also don't like the wounds system. It seems very twisted.
Trying to avoid/mitigate damage is the name of the game. Get high dodge/parry, armor percentage, deflection (flat damage reduction), stick to cover, get temporary health from a variety of sources, and of course, just kill things before they can take a swing at you.
There's more options for not eating it in the face to begin with than there was in Pathfinder, and you heal to full between battles automatically, so it's to be expected that healing in battle is moreso limited. A Biomancer Psyker can grab a healing power fairly quickly, but it's not gonna work miracles on it's own like if you were just throwing out Heal, Mass.
Also, consider Cassia, Pasqal and Idira if worried about incoming damage. Cassia, aside from having a host of delectable Navigator powers unique to her, is an Officer archetype and can 1) Hand out extra turns and bonus stats to the rest of the team like candy, which can be spent on casting more heals if need be and 2) comes pre-built with a feat that makes it so that whenever she targets an ally with an Officer ability for the first time on a turn, they receive some temp HP.
She also saved me when I done did an oopsie and was fighting two Chaos Spawn and a Bloodletter at once due to some spectacularly poor play combined with vindictive RNG on my part, as she was able to lock down one of the Spawn permanently by rooting it in place every turn with Held In My Gaze. No reaching melee, no danger to the team while my tanks were too busy trying not to get daemon swords in uncomfortable places to deal with it.
Pasqal meanwhile can be built to churn out Exploits on enemies via his Operative archetype, and then turn those into stacking, combat-long armor buffs to the entire team, meaning there's less damage to heal in the first place. There are other operatives too, but I find Pasqal is just a great fit for the role in general. Not the least because of him coming stock with high Int compared to the likes of Idira, which allows him to churn out more Exploits and thus more armor stacks for the team.
And Idira, if you can tolerate her temperamental nature of sometimes exploding into daemons (5% chance on every power use for Bad Things™ regardless of Veil level) has a good array of buffs and debuffs courtesy of her Diviner/Telepath training. Boosting ally dodge chance and slapping a particularly tough enemy with Blind so their chance to hit is crippled to begin with can be a funny combination.
Others have already discussed Henry von Inquisitionman and his Biomancer/Sanctic powers, too.
It shouldn't even let you equip the medkit onto their usable item bar if they don't qualify for, well, using it. And it can be used mid-combat. So not sure what the issue was based on what you said. Might've been a bug? Classic Owlcat launch and all, but can't say for sure without seeing it myself.
Also, with the Spawn in the prologue, my recommendation is to just throw Abelard at it and throw out as many of his tank abilities as you can, and let the rest of your party focus on burning all the cultists. There's not much point in trying to attack the Spawn before they're all dead, as it'll just eat them and recover HP (and at least in the beta, it also took a free turn for every cultist it ate).
I love to see what options I have at level up, so I already use the exploits strategy and, of course, the "second wind" ability, cause my MC is a pyromancer officer.
In classic RPGs I don'y even use a priest in the party. I have a druid or paladin or stg like that with a few healing spells.
Well no. You can't equip a medkit in the middle of battle, but you can equip it beforehand into one of your character's four usable item slots, then USE it during battle. Same as grenades.
Wounds remain fresh and easily healed by medkits (or the basic Biomancer heal) during combat and shortly after it, after that they turn into old wounds and need a Medicae roll to clear out with a medkit. Accumulate enough (or get downed in combat) and it's a Trauma which can then be cured by returning to the ship - easier said than done in some scenarios admittedly.
I just winged it building Indira up in my first game (I didn't use any of the online build suggestions) and used her all the way to the end, even though everybody said she is only good to mid-game. She was that good. She got a Staff of Shock and Awe in act 4, I think, that is just awesome. She'd burn down whole groups of badguys in one shot.
Back to the original subject of the post, as far as healing major traumas that require returning to the ship to fix go, just wait until you hit Commargh(sp?), the Drukari home dimension which is basically all of Chapter 3. You pick up some uniquely Drukari (aka War Hammer 40k Dark Eldar) healing kits that will heal ANYTHING (i.e. there are no permanent injuries, unlike what it says). You have to be careful with them, though, because you only get about 10-15 and can't get anymore once you leave. Don't use them for regular healing as they are super useful when somebody gets a really inconvenient crippling trauma (which they'll heal on the spot) and you just can't get back to the ship to get it fixed for a while.