So, the way i see it, if you have an Archon + Soldier, and you were fighting an enemy Soldier + Nothing, your Archon could heal it up enough for your Soldier to kill the enemy Soldier. But if you were fighting an enemy Soldier + a Soldier (Or even a guard, which is less DPS), then your Soldier would die before killing either of the two enemies. So, in a fight, the Archons heal is strategically worth somewhere between nothing and the weakest unit in the game. (Which is marginally more than nothing )
We could divert injured troops back to Archons for healing, but i don't think the heal is strong enough to make that worth it having them out of the field for that long is too valuable. Guards have 120 health. If you sent it back to heal at, say, 20 or less health, then it'd still take like 100+ turns to heal. Not only is that unit out doing nothing useful for like 50-100 turns, but then what do you do with the next injured Guard? Chances are, you will have units injured more often than the 50-100 turns it would take to heal one up, and you cant just send them for heals because they take too long. Having a long queue of units out of commission, waiting to heal just isnt feasible. They could be out doing other more valuable things like clearing rubble. Yes, i believe that with the way healing works currently, cleaning up garbage is likely to be more valuable than actually healing your units.
Somebody mentioned, "Well, over 3000 turns it can heal 3000 health :slightly_smiling: ". Technically, yes thats true, it could heal 3000 health but only if there was an injured unit in range every turn of the game. But since i've already argued that actively pursuing healing is probably not even worth the effort, that just leaves happened-to-be-in-the-neighborhood healing. Unless you're straight turtling, chances are, for a majority of the game, the Archon wont even have anything in range to heal, unless they stick with units that get attacked a lot. But i've also argued that the heal isn't particularly valuable in active combat, either. So your Archon will probably actually only have a unit in range to heal an absurdly low percentage the of time.
But then i got to thinking....Hmm, 3000 health over 3000 turns. What if it didn't have to be so gradual?
I propose a pooled healing resource mechanic. What if Archons had a total of 3000 healing they could do per game, burst style, but when its gone its gone? Or alternatively, generate 1 heal per turn that builds up. I think this would make the Archons heal mechanic into a complete strategic game changer. Units would be able to heal without being out of combat for ridiculously too many turns, and it would certainly give Archons much more active combat potential.