I re-specced post-1.4, as the changes are good (for me at least).
I'm now using this
set up, and I have to say it's going amazingly well for me in comparison to a pure-spec from any of the 3.
Do have to say I'm enjoying most of the changes in 1.4 (especially the new Fadeout effect, giving Force Speed CC ummunity).
I have a few friends with a similar setup to you, and it must be more fun to play, but I personally think you make too many sacrifices to get there. It's no exaggeration to say that revivification usually provides 50% of my healing in a WZ. It's excellent for use when you're casting consumption too. Similarly, losing those 7 points in Lightning is quite a sacrifice - 20% less effective bubble, and losing the 9% force reduction cost of healing (although the part I snipped from your quote, explains that your hardly need that with madness). Theyíre some rather painful concessions.
I do completely agree that 1.4 has been great for us though. I initially groaned when I saw the knockback change, but even that has turned into a bonus. Now it's instant, it's far more controllable. But mostly, like you say, Fadeout is incredible. What a difference. Melee classes are suddenly far less potent against us.
You talk about Fadeout and Dark Resilience in regards to PvP. You don't specify whether you want advice on a pvp or pve spec though.
If indeed you want advice on a pvp spec, you would never drop sith purity ever. You should never spec 31 pts into corruption. You should really just hit up a sticky or do some searching as you are basically playing a pve spec in pvp. You need a lot of help with your spec and how to play it properly.
I do realise that there's a trend for every single advanced PvP healer spec, to move away from getting your AOE at the top of the tree in favour of damage trees. I've always taken the opinion, however, that we aren't built for solo action in WZs. Our biggest responsibility is to keep our specialised dmg dealing friends alive, who will be much more effective at dealing damage than our handicapped hybrid could ever be. Our biggest contributor towards a damage score is in the maintenance of our team mateís output, not in directly pitching in ourselves.
Clearly this overly simplifies the situation Ė contributing to a spike in Alderaan to clear a node before the respawn, and similarly in Voidstar, is massively important; but Iíve always believed there are more situations that benefit from a full heal spec, than donít.
Finally, your point on sith purity is well made, but just brings up the problem, where do you get the point from to afford it? I completely agree itís needed, but, in case you haven't followed the changes (which aren't yet updated in the skill tree I linked) fadeout now removes all movement impairing effects when force sprint is activated, and force sprint is, of course, now on a much shorter cooldown.