I do use spell points, and DMG spell points is one option I offer players although it's not my favorite one because at high levels it is still almost as complex as spell slots.
Mostly though, referring to SP during online discussions is a convenient, WotC-blessed way of analyzing spell power equivalents, as you can see from the fact that sorcerers use the same conversion rate. (No, WotC doesn't adhere to its own guidelines completely, or we wouldn't be talking about Healing Spirit in the first place, so emphasis is on "convenient".)
*shrug* Yeah, seems fine. It's definitely much weaker than before but there are cases where someone might take it. Would probably get a black or purple rating in an "optimization guide". At least it does still have good action economy.I have incorporated both the "spend a hit die" healing (increasing the amount healed per instance but putting a sharper limit on how much can be healed), and altered the upcasting benefit. I might have gone overboard on nerfing the upcasting. I also made it more tactically dangerous by removing IFF; the caster doesn't choose if somebody can spend a hit die, so if enemies see it and move through it....
I have no real preference between your version and WotC's revised version. Would mostly ignore the spell as a player, either way.