Perhaps an idea to revise Healing Trance would be to make it a "once per encounter" healing boost similar to what Invigorate was in the AoR Beta book, with the PC rolling 1 Force die per rank (maximum of their Force rating) and each LS pip restores 1 wound, while each DS pip inflicts 1 strain, with an activation cost of the PC's Action for that turn. This way it's faster healing that what the talent initially offered, but not quite as quick or consequence free as the revision.
I wouldnt say having 1 less force rating for an entire scene is "consequence free"...
For a PC with no combat-relevant Force powers (or is unwilling to use the Harm portion of Heal/Harm because they're trying to be good guys), giving up that single Force die isn't much of a sacrifice, since it's otherwise not doing anything for the player. During the Force and Destiny sessions at GenCon, I saw the Soresu Defender often put his lone Force die towards Force Protection and the Artisan use his lone Force die for Imbue Item, with only the Artisan having a Force power (Enhance) that could otherwise make use of that Force die.