As an experienced player who occasionally logs in some time despite my busier life since I first signed up, one thing I've always had an issue with is healing. Now, I know I have no hard statistics to back up my points, it is one of the reasons why I've never tried to address this issue in the past, whether it was in the days of Kalanyr, Barrius, or now. But I feel that despite this, I do have some insight to provide in this topic.
A key component in any RPG is the concept of healing, to stave off death or defeat in order to persevere and ultimately succeed where your opponent will not. Often this will be seen through the use of healing items, mage party members, or specific weapons/tools/abilities that allow siphoning of an enemy to restore ones health. But none of this are truly viable in AQ Classic and haven't been for a long time. Potions were completely awful until a year or so ago when they finally updated them, but even now their use is still restrained due to not just the removal of using 2 at a time (which I presume was done due to their increased healing via the update) but both taking a turn for their usage and being difficult to acquire in a substantial amount (past 5). These problems constrain a healing system that is, honestly, already pretty rough. I recommend perhaps:
1. An easier, more effective way to acquire potions
2. A potion limit per turn so that they don't take the entire turn up. Like 3 potions, hp or mp, a turn for the player to utilize as well as costing like, 100 sp or so as well.
I know that most enemies do not have access to the same benefits that players can receive, but to make up for this they are often able to have stats that are unattainable by players (giving them an attack power requiring exclusive elemental resistance investment to even stand a chance against, or being capable of dodging/blocking damage more than players usually can outside of possible investments in z-token items or so) along with having certain skills like blind/paralyses inflection that only sometimes can the player be warned against when the SP bar is flashing. That isn't even to mention their health bars which usually far surpass that which players can achieve, often not needing to heal or waiting till low health while players are stressing out trying to heal themselves with inadequate means.
Due to my limited experience (I've only maintained a singular, str/dex/luck build character in my 13 years playing), I cannot speak with certainty on how effective the healing spells are like Angel wings or Kiss of the Amesha, but I can say that things like Healing waters are wholly inadequate even with something like the Teacup of Life to boost its effects, usually healing around 250-300 points that can be, even with 9 or lower percent, easily completely or mostly erased. The same can be said for pets or guests which can heal hp or mp, though beastmasters could correct me on this should I (likely) need to be. The Guardian Angel is a noticeable example coming to mind, which, though it didn't heal as often, its original form at least allowed the chance of a Full Heal, which certainly saved my character back in older times. Now, though far more likely to occur, the healing is barely noticeable.
Maybe these are issues only for someone in the later stages of the game, having a 150 char and trying to conquer the challenges which had long since taunted me back in my weaker days. But I honestly do think this is something that needs to be addressed, especially since the game is aging and (seemingly) going for a more "wide variety of options to use" rather than constraining players to a specific series of sets to utilize.