Hmm.
Not sure that this is a good way to encourage commando healers... I understand some of it but a lot of this is far far too much.
Will stick with my combat medic and see how it looks, I admit that I am guilty of pvp damage reduction stacking, which inevitably is why they reduced one of those from 10% to 5%, but that alone won't kill the game.
Trauma probe should probably have cost 1 not 2, but I admit that it was OP to be free, especially in pvp where you could just put it without penalty on the ball handler in Huttball everytime someone passed lol.
Bomb doesn't heal enough but I tend to spam it as I run, now it'll help those around me a bit more, so no bad thing.
Supercharge cells will take a bit of adjustment, only restoring 1 and a general nerf isn't going to win any arguments.
I don't really see why they felt the need to lay down such a broad nerfbat, but whilst some of it isn't nice, it shouldn't take too much of an adaption of playstyle to compensate. Yes this will make us comparatively weaker than we were, but then I do think we were a little too unkillable before to be fair.
That said, most of this won't have a lot of an effect to those who play combat medic properly anyway - will still be a seriously annoying class to have to deal with, just slightly less so.