(Warning, fairly ranty post incoming...)
Ok... Please, please slow down with these changes.
I've brought this up before, but healing pressures Health and Ego stats, which are already Guardians' weakest, and the health drops can be pretty borderline lethal sometimes. Hence Vitality, right? But that's a bit useless if every heal/farheal can kill you a la before you hit demigod. Which with these health drops, would put us back to pre-demi levels pretty much. Solution 3, assuming my class is supposed to be 'weak' at health, could drop me under 5k base health. That's silly and ridiculous when I already have a skill (well, more than one) that chunks me for the majority of my health, and would make lusternia about unplayable for any kind of pve too. Even a 1k drop, assuming solution 1 and 'average' rating, would hurt.
And then ego... Mostly that would hurt for influencing. Need a lot of buffs and I can already barely handle NPCs like Afmecia without dropping to 0 and sometimes I can't. But Healing does pressure ego too and, to me, it does not seem like an OP skillset. People still die well enough in pvp.
And then we come to mana... The useless vital... Keep it above 50% to avoid instakills, some skills require it to be full, but otherwise, it's just not meaningful. Health tanks for you and fuels skills. Ego tanks for you (in influence and debate battles), and also fuels skills, at costs high enough to matter. Mana has some token costs but just... doesn't do much. Even if you increased the costs, that would really just be a buff to mana instakills.
But the real 'mana' of Lusternia is power... That's what fuels any of the decent to really powerful abilities, leaving actual mana a bit out in the cold.
Please don't leave me with a class that has tons of a vital I can't use, and too weak to actually do much of anything in violent and nonviolent pve, as well as put Healing to use in pvp.