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If you have a mage with high Hydro, then definitely stick a healing spell on them - as all healing skills scale with Hydro.
Alternatively, Geo or Hydro boost Physical and Magic armour buffs respectively, which is an alternative to healing.
Missing just a turn healing or cancelling out a negative status effect is deadly.
You can give the healing abilities to anyone, not just needing to be a mage. Like Fighter starts with Fortify. Huntsman has First Aid as well, and Geomancer has the poison to heal undead allies.
Geomancy increases ALL Physical Armour buffs, like Fortify, Mend Metal, Bone Cage etc. So it's best to prioritise Phys Armour buffs with someone with High Geo.
Relying on healing skills or armour buffs without high investment in the right stats will mean they'll be VERY weak in Act 3-4, especially on Tactician.
I'll go with geomancer on my wayfarer so I can do the armor/magic restore spells, and I'll give Fane some hydro for healing spells.
...or something. I dunno, I'll figure it out. Someone gonna have some healing in my party is all I know.