This was my first impression and I play a healing Sorc in both PvE and PvP. However, the bug with Force bending was the reason we could heal forever and output so much. The bug allowed you to have a very high crit chance on Innervate and then have a 1.5 cast of DI. Which gave you the sustain and the high output. My favorite combination was DI/DI, giving 10-12k healing in 3 seconds.(~8k in PvP)
Fixing Force bending is a nerf to both sustain, output and PvP survivability(which we have plenty of), it probably could have been left at that.
The changes are acceptable in PvE, although giving us health as a secondary resource to manage kind of goes against what was stated in the podcast. (Quality of life)It was stated referring to OP healing having to manage tactical advantage and energy. In the context of PvP, DI will be a huge target for interrupts (long cast and high value) and since rating is going to be added any high rated player is going to know interrupt DI and someone dies. Dark Heal isn't something I use often with the double DI cast, it doesn't have a place currently. I guess the change is going to change that, though I'm not sure that even with the crit chance being so high(notable not on every cast) is it going to have an output that keeps Sorc something a high rated team will look for or more value than another dps especially if the dps Sorc beings the bubbles.
At this point a change in how Dark Heal scales with gear, would be an interesting balance to PvP and maybe having Force Surge increase Consumption's force return as either a static buff from the talent or with the proc.