Those single-target skills where you throw healing and boon-stuff at people doesn’t really make sense to me (didn’t make sense to me with the old medkit either). If you wanted to heal just yourself you probably would just use a regular healing-skill instead of switching kits. And to heal a single target in your group – well this isn’t really WoW were you need focused heals on a dungeon-tank – so I don’t think we really nees a singletarget healer. The game just has a different dynamic as WoW (and similar tank-healer-dd titles) as it doesn’t really use these traditional tank-dd-healer roles – luckily
– and most other outgoing buff/healing-skills (of other classes) seem to reflect that. All those elementalist waterfields, warrior/guardian boon-shouts, condition-removals and even our own thrown elixiers are not just single-target skills, so why are 4 out of 5 MedKit suddenly breaking that GW2-typical pattern (and become pretty useless for this game by doing that).
From my point of view the MedKit would make the most sense for supporting others in Worldboss-events, WvW and more damage-intense group-situations (where outgoing single-target healing is like a drop in the ocean) – if it weren’t so focussed on single target skills. Let’s face it, removing just 1 damaging condition from just 1 ally? That’s not going to help a group in a standard WvW-situation.
Now, people here mentioned those pulsing beacons (that were described above), those would be nice. But I was wondering if it might be possible to allow for a bit more mobility (a bit like the stationary flameturrets (beacons) compared to the more mobile flamethrower).
What if they removed those “throwing around stuff” skills and replaced them all with spray-skills (like the MedBlaster already is) that would affect allies in front of you (range 600) instead of a single target.
Possible example:
In contrast to the MedKit now only skill 1 &2 have healing but in return skills 2-4 get a 2nd boon and skill 5 removes an additional condition.
Skill 1: MedBlaster – light-blue coloured spray, causes little to medium direct-healing (more than it is now), no cooldown,
Skill 2: RegBlaster – dark-blue colour, causes higher direct-healing, applies regeneration, 10-15 sec. cooldown (depending on balancing the strength of the healing),
Skill 3: StimBlaster – light-yellow colour, applies fury & might, removes a debilitating condition (weakness, blind, vulnerability), 10 sec. cooldown
Skill 4: SpeedBlaster – light-red colour, applies swiftness & stability, removes a movement-impairing condition (immobilize, chill, cripple), 10 sec. cooldown
Skill 5: DetoxBlaster – light-green colour, cures 2 conditions (any type), and applies resistance), 20 sec. cooldown
And I agree with the OP – the amount the MedBlaster heals at the moment (even with healingpower) compared to the damage a single condition deals feels like putting a little bandaid (with unicorns and flowers on it) on a lost arm. I believe the amount of healing needs to be higher for the skill to make sense using it.

