Cure Wounds scales at 2 HP per slot level better than Healing Word, but your high level slots and action are generally going to be far more valuable than an extra couple of hit points.

Healing Word is almost always better-even with the cycle you mention. If you use Cure Wounds, you HAVE to heal more damage than the enemy can do to allow your ally an action (if the enemy comes after the Cleric but before the ally acts) or you are, at best, trading one for one (if that's not the case). Whereas with a Healing Word, you get one action (the former case) or two (the latter case) per enemy's turn. Also, Healing Word has range, which is helpful!

I will agree that Life Clerics are pretty damn good. But their domain spells are kinda lacking, notably because they include some usually subpar picks (Cure Wounds), some niche ones (Lesser Restoration-though when that's needed, that's really helpful! and Raise Dead, which isn't so much since you can just prepare it the day after) and notably lacks any non-Cleric spells.

I also find it a bit funny that you're poking at someone for making odd assumptions, given some of the assumptions you've made in previous threads.