I'm on board with SeriaMau on this one - I quite like the other ideas that were put forth, like an area cloaking field, or EMPs (to disable particular enemy systems or simply lower accuracy: think Seeker Swarms in the Mass Effect 3 multiplayer, for example). Perhaps a chaff screen you could deploy if you put yourself between a friendly and an incoming missile salvo?
I think part of the issue (for myself, at any rate) is that the healing mechanic functions too much like all the offensive direct-fire mechanics. Instead of shooting enemies, you're shooting allies; that seems like a wasted opportunity to mix things up. What if you had to somehow dock with the ship you wished to heal (thus leaving one or both of you vulnerable for a certain period of time, but providing a proportionally rewarding recovery)? That would add a greater incentive for large ships to attempt to juke behind cover so that they could heal safely before returning to battle.
I understand that healing is probably not going to be eliminated completely, which I guess I'm okay with after watching more of the gameplay. But I'd prefer for these other options to be just as viable - and perhaps even preferable to healing. After all, an ounce of prevention is worth a pound of cure in any situation, right? Deflecting shots ought to be exponentially more effective than healing the massive hole it tore in your hull...
On a final note, I'm a big fan of the original Guild Wars, and I'd love for Yager to take a page from their book, despite the settings being so different. While GW had a wonderful set of healing skills in the Monk class, the game was so creatively made that those skills weren't fully necessary (I had a friend who ran with a guild composed only of people whose main characters were a particular support class, the Mesmer. They were known for tackling some of the game's most difficult regions using only Mesmer skills).