Ring Utility Runes for Healers?

With the current iteration on PTR so far, healers have been left behind in terms of options for Ring runes. The 6% hit runes for a Magic School would be the only option, and this is not directly impacting the main responsibility of a healer.

I am creating this topic to discuss what kind of utility runes could be made for healers to feel that it will have an impact on their responsibility.

  • For Melee and Ranged Hunters, Weapon skills provide a significant damage increase, reducing the amount of glancing blow damage reduction.

  • For Tanks, you have the option to become more tanky with the defense rune, reduce glancing as for melee, or gain spell hit in a school of magic relevant to your class.

  • For Caster DPS, you have the option to have increased hit in 1 or 2 schools of magic relevant for your class.

All of the above reduces the need hit-cap for mentioned roles, making their gear options wider.

How could we achieve something similar for healers? As it stands right now, no runes impacts the healers gameplay other than +hit for damage which is not their main responsibility.

Maybe something like 30 mp5 and 6% spellhaste for healing spells.
Or just 6% crit chance for heals.
Or just +50 healing Power or +6% healing done . Many possibilities. But blizz probably does not really care i am afraid

Well mp5 or Spirite will be the easy fix.
A more intersting possibility, return of mana cost and/or Cd of successful dispels.

Heals now also provide a 5second absorb shield for 6% of the amount healed, that would be a good one.
Or decreases mana cost of healing spells by -6%.
Targets healed by you gain +25 defense rating for 10 seconds.

Healers main responsibility is to keep people alive during an encounter. Some targets receive more healing than others (the tanks), and in certain fights more focus is put on dispels/cleanse/decurse rather than healing. A heal can never miss, but it can be “wasted”. If you heal a target that is already on 100%HP your heal will have no effect.

Based on some of the suggestions already and other ideas; I would like to see something like this:

  1. Allow X% mana regeneration to continue while casting
  2. X% of overhealing will turn into a Y seconds long absorb shield capping at Z% of target’s full max HP (absorb shield shared between healers using the rune).
  3. Upon a successfull dispel/cleanse/decurse the dispelled target is healed for X amount
  4. Upon a successfull dispel/cleanse/decurse your next spellcast is reduced by X%

Some of these might be too strong, but it would make for some interesting options based on the encounter.

wepon skill for range hunter adds like 4% hit to lvl 3+ mobs and nothing else, dont get glancing blows with range weapons