While I dont think a "direct" HP requirement on skills is the best way to do things (exceptions being things like superbolide) in the example you gave, theres other ways to do it. such as having a buff that triggers when you sacrifice HP, which increases heals received for a bit. Another is to have a "pool" of.. oh, idk... lets say "Blood" that you can also use in place of HP, if you saved up enough. etc (you already covered HP drains/selfheals).
but im of the opinion HP should only be consumed if its towards defensive skills that easily out weight the cost of HP. (besides superbolide, TBN could cost 5% of current HP, grants 25% shield. basic healer regen probably would top u off anyways, if u absolutely needed that 5% hp to survive something even with TBN up.)
side note: With the current designs/options in game, id say this statement is more than reasonable, but with a little imagination, id say you could base an entire class on "wasted regens" (which i have a tank class dedicated for this in my own game)
ooc, what would be the point in making it "not worth it"? superbolide is an example of using it perfectly.
