I’m not sure if PhadeOut meant my post or just replying to the OP but allow me clarify my point just in case.
I didn’t mean that the healing skill count should be multiplied by all the party members but that the “skill” should be able to be accessible without Calibretto (so, probably he needs another special ability unique to him) and thus the healing count would stay same since, in the current system, it feels as if the devs were forcing the players to put Calibretto in their parties. The other auto-fill idea (hopefully with turn-off option for more control) may have given a wrong impression but it is just for sparing the players from routine healing sessions. Even in such a hypothetical system, the devs could give a tight resource pool. After all, Calibretto’s healing ability itself is a kind of resource pool in the first place, but limited to a single character for some reason. To put it another way, it’s probably too powerful skill compared with others since other abilities tend to be circumstantial, it has a universal value.
As for the balancing, the devs could even decrease the healing counts (or resource pool or whatever) once the base system is established, which could be further integrated into the difficulty setting, too. Personally, I’d like to see an independent resource management difficulty like hardcore mode in Fallout: New Vegas but I may be asking too much here.
That said, indeed, the system makes me think till HP-related resources are used up but, once it is used up, I simply go back to the town (with that movement speed). So, it just increases the frequency of routine back-tracking since there is no enemy-respawn unlike some rogue-like games. I think, by design, it’s relatively mild resource-management restriction. I find quite many opinions on this board are about how to decrease annoyances while optimizing fun time (including challenges) and mine is not an exception. Again, as long as the issues (at least from where I’m standing) are addressed, I don’t mind the way it is solved.