If you were to give the healer some sort of benefit from resurrecting' date=' other than mystic healing as it currently stands, I think people would be more inclined to play the class and serve in the role that it is supposed to fill - as opposed to abusing the class' power to grab a niche which it is NOT supposed to take.[/quote']
That was the basic idea - if the staff seems wrong RP-wise, it could instead be an improvement to spirit shield. 
As far as other tasks for healers... I actually tend to agree with making them neutral. Their respect for life should be unequivocal, and that includes evil (non-undead) characters. Just my $.02
What neutral god/religion cares about protecting all life simply for its own sake?
They'd need some new field of tasks to make them more interesting.
Well, the problem here is this: what new field of tasks is open to them? They can already join Herald and be reporters, Savant to be seekers of knowledge, Tribunal to be keepers of the peace, Knight to be wannabe-saviors of the world... as a class, their unique focuses have always been newbie-friendliness via crazy survivability (balanced by PK restrictions) and resurrections. Well, the latter has been nerfed to the point that few rarely would even bother looking for one (particularly mid-cabal warfare due to the calm effect, which is where a huge percentage of pdeaths tend to happen), and the former only services a very small group of players, and only for a short time as most newbs end up wanting a class that isn't so restricted.
Another way I can think of to make resurrections more desirable is to remove the calm effect from being resurrected - if it doesn't restore your life then I really don't understand what purpose it serves, as most people care very little for the fraction of a con point lost on each pdeath and being calmed for a good period of time when you'd rather just be resting up to fight again ASAP is hardly appealing.
Outside of that... like I said, what possible "new field of tasks" is open to them given their PK limitations and the intention of keeping them very survivable for newbie-friendliness? We can't make them much stronger PK-wise as they're already damned near impossible to kill (yes, my malform idea would make them stronger, but at least they'd have to earn it serving as a healer, and with the idea of losing points based on kills they'd have to keep earning it no matter what level it reaches or how often they kill the people who attack them). We can't make them weaker survival-wise, and therefore open them up to more aggressive paths of action, without losing the degree of newbie-friendliness that distinguishes them from good clerics (which really aren't that different).
Simply put... this is a class with limited options. It's designed that way. The only way to give it a lot of new options is to completely redesign the class, and I'm not sure that giving up our most newbie-friendly class is a good idea.