Just thought I would chime in here...
The operative as it stands currently is the most viable pvp healer due to it's mobility and lack of channeled heals to avoid being interrupted. It also has stealth+flashbang to get out of those sticky situations.
Now in pve on the other hand, I would like to ask if the devs have even played their mercenary healing class? This class can provide an equal or greater amount of healing (depending on the fight) than the operative can. The only thing which it does not have is a self cleanse and a stealth to be able to stealth rez in battles. Now why is this relevant?
The operative is currently one of the best 8 man healers but in a 16 man setting is definitely the lowest on the totem pole. This creates balance between the classes because operative healers can be close to the top of the charts in 8 man and be similar to a merc but when put in a 16 man setting the mercenary will bypass the healing of any other healing class easily. Why on Earth would you nerf this to be unviable in both an 8 man setting and 16 man setting? You may as well just make like 3 mercenaries instead of any other healers because a 2 man merc combo in a raid is something I foresee in our future.
In terms of the damage why would you remove hidden strike, explosive probe, and orbital strike? The operative healer at this current moment has the best burst damage of all healing classes but does not have the best sustained damage. The merc has the best AoE damage abilities. The sorcerer again also has greater sustained damage than an operative. These differences allow for a balance between the healers. If you decided to take it out purely to "balance" other specs then it was a lack of foresight on your part.
It seems as if the dev's don't know what "balance" really means as they are buffing one healer and making all the others extremely weak. It really makes me wonder who was in charge of these changes and what experience they had playing the healing classes.