In my opinion, and please take it with a grain of salt, is that Heal should be a curative prayer that heals more hit points than any other prayer. In fact, the helpfile for Heal reflect this. (I will quote the helpfile at the end of my post.)
I do believe that since it is a more powerful curative, it does deserve to use a component due to the amount of power that goes into it. Also, I believe that since the prayer is so often used, that the component, a vial of blessed water (and a vial of holy water at times) should have it's uses extended before it is fully consumed. Even a 2-3 use per vial would be a significant relief upon the market of vials of water and the adventuring cleric.
The prayer already has a time delay in it's use, or at least from what I've seen with Anya, but to have a component used up in a single cast for a prayer that is in high demand for high level areas we want to incorporate, again this is only my opinion, I believe it to be a little silly.
"Well Anya, you said it was a powerful prayer. If you look at raise dead and resurrection, the gem used in the ritual is consumed at 1 per cast. Aren't you contradicting yourself here?"
No, I do not believe I am for this reason: You are more likely to use Heal anywhere between 10-100 times in an adventure, depending on the number of PCs in a group, the level of the area, the number of the MOBs, and to factor in player error in miscasting. In the average adventure, if all goes well, you are not going to have someone fall in combat unless something happens (i.e. your priest runs out of vials of blessed water to Heal). Raise Dead and Resurrection are a rare prayers to be used in adventures. I am not saying they aren't used, but they are used less often than Heal.
I understand that healing prayers may never go back to they way they were. I am not trying to attack that (or any other) issue, please believe that. I just think that extending the life of the component for Heal would be beneficial and hopefully it isn't unreasonable.
Thank you for your time.
Heal
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Conjuration (Healing)
Range: Touch
Target: Defensive
Syntax: cast 'heal' <target>
When laying your hand upon a living creature, you channel positive
energy that cures damage. Heal also remedies all forms of blindness, fatigue
and mental effects.
Since undead are powered by negative energy, this spell deals damage
to them instead of curing their wounds. An undead creature can attempt
a save to take half damage.
Heal is the most powerful of the curing spells.