Mages don't need to puke-out spells of ludicrous damage. They have save-or-die and save-or-suck. Among optimizers, most people ban out evocation seeing how it can be replicated by the illusion school or even done better by conjuration.
I was trying to compare the ability of mages to do a lot damage with their spells to melee classes hypothetically criting 40% of the time and doing a lot of damage.

And you want healing domain?
All we need is a Wand of Vigor and a Wand of Cure Light Wounds. Then you can use your spell slots for things that don't default you to heal-bitch.
Yeah, +1 healing level is no where near as nice as the free reroll or freedom of movement that Luck and Travel provide. Wands are awesome for working around the lack of spells-per-day at lower levels.
I don't like extra crits because that means I will die more. Also, I think that I should be allowed to take the healing domain on my cleric.
Generally, I’m not going to kill characters unless they’re being reckless. I’ll try not to throw too many ettins at the party.

It’s also unlikely that NPCs you encounter in combat will be twinked out in any significant way. My intent to abuse crit-range is mostly for world NPCs.

Party contribution to wand. They don't pony up for the wand, they don't get poked with the heal stick.
Cost for a Lv1 Wand: 750gp. Divided 6 ways that's only 125gp per member.
I say we get a half-charged wand of cure light wounds and the other lesser vigor. Vigor will be for out-of-combat healing and cure light for in combat.
I need to decide how magic item availability is going to work. I’m thinking of maybe having one of the Adventurer’s Guild perks be access to contract item creation. Something like the following: cost plus a fee; where the fee is +25% for initiate members (i.e. those who haven’t yet paid to go on a mission), +10% for regular members, and +0% for executive members.