For the heal ramp i'd suggest a change to something like this:
{
//argument0: time since the healtarget has taken damage
var time, firstThreshold, secondThreshold, lastThreshold;
time = argument0;
firstThreshold = 1 * 30;
secondThreshold = 3 * 30;
lastThreshold = 7 * 30;
if (time < firstThreshold) return 1;
else if (time > lastThreshold) return 3;
else if (time > secondThreshold) return 5/3;
else return ((time-firstThreshold)* (5/3-1) / (secondThreshold-firstThreshold)) + 1;
}
Current: 15hp/s for 4 seconds, heal rate increases by 10hp/s every sec over 3 seconds, 45hp/s
This: 15hp/s for 1 second, heal rate increases by 5hp/s every sec over 2 seconds, 25hp/s for 4 seconds, 45hp/s.
Basically instead of waiting for a long time then getting a really fast and high ramp up, you get a decently fast and high ramp up very quickly. A 4 second wait time is too long for heals to only start increasing, but you don't need 45hp/s heals either. This compliments gg2's fast pace by ramping up quickly during short breaks, and rewarding constant pressure. One second is a long enough interval for every class to attack except sniper, but really being a fraction of a second late will be hardly noticeable.