That is absolutely not how mass-pulls work and if they were done that way, the tank is wasting time and health.
1) The tank will always be a little ahead, not a large amount, but a little. They will be ahead because they started running first. Stopping and waiting for your group to be completely caught up before continuing with your pull is more detrimental than finishing your pull, popping a CD and grouping/positioning the mobs nicely for the group. Stopping intermittently could just end up causing confusion as to whether you are done pulling as well is it allows all the mobs to catch up to you and hit you which means more damage to the tank.
2) The tank shouldn't have to move the mobs to the group, the tank should pick the best spot to tackle the group of mobs and stack the mobs there. Both the tank AND the group should be moving to that spot. Forcing the tank to backtrack doesn't help anybody and can just lead to screw ups.
3) It IS a kite. That is where the term "kiting" comes from and that is exactly what a tank does when mass pulling, they kite the mobs to the spot where the group will engage them. The tank runs forward, not sprint since that could cause problems, and tags mobs with lob/tom and keeps running until they have all the groups for the pull. By agroing on the run like that you create a mob train in which only a small few are able to follow close enough to really get hits on you, making it so you have more health when the mobs are actually fully engaged by the group.
4) A healer should never have to and just really never should cast something like regen during a pull, its pretty much like strapping a ticking agro time bomb to yourself in that situation. If the tank is tagging and kiting properly, then a single preemptive damage shield type spell should get them through the initial pull and to where the party engages the mobs.
5) Yes, no single player sets the pace for the entire group, this is one thing that I will agree on, but that also goes for egotistical and vindicative healers as well.