Extending the idea into enmity from curing...
Unlike damage, which scales more slowly than linearly, amount healed should maintain its current linear growth. However, unlike at present, enmity generated should increase with the level of the target healed rather than decrease.
Basically, the threat generated by healing a target should be proportional to the threat the target actually poses. That threat can grow as square(player level/mob level).
Example:
Lvl 100 player (theoretical) vs lvl 100 mob: square(1/1) = 1.0 multiplier. Essentially, it's 1.0 when target player and mob are the same level.
Lvl 90 player vs lvl 100 mob: square(90/100) = 81%
Lvl 80 player vs lvl 100 mob: square(80/100) = 64%
Lvl 50 player vs lvl 100 mob: square(50/100) = 25%
Lvl 10 player vs lvl 100 mob: square(10/100) = 1%
The lower the player level vs the mob, the less of a potential threat they are, so the less concerned they should be about that player getting healed.
This grows in the other direction, too. A lvl 99 player vs a lvl 90 mob would have a scaling factor if square(99/90) = 121%. Should probably cap it at 200% (eg: lvl 84 player vs lvl 60 mob).
Currently, a lvl 99 player has a ~58% scaling factor in enmity from cures. With the above, it would be 81% vs lvl 110 mobs, and 68% vs lvl 120 mobs, making healer enmity a bit higher of a concern (or a bit more of a benefit, for a pld). However a theoretical lvl 11 whm healing a lvl 11 tank vs a lvl 15 rabbit in the dunes would have just a 54% scaling factor instead of the current 200% scaling factor.