Probably would say don't replace it.
Rather if were talking healers I'd like to see fluid aura be adjusted somehow lol (or repose as mentioned above). Like I think it's vaguely neat when you first get it but also then quickly dies out in use and is generally just a nuisance to the group needs, it needs some more flash and value. Perhaps it creates a .. fluid.. .. aura.. (lol) around the healer such that it reduces damage the healer takes from all sources up to x potency (stoneskin like) and knocks back any enemy, a short distance, that melee attacks the healer and binds them for like 1 or 2 seconds. I think that'd be pretty neat and add value into content that it normally never would have a use, like using fluid aura to reduce incoming raid damage to their self only. Could have an extra mechanic that reduces cooldown, that'll be decently long normally, for each auto attack they receive meaning it comes around more often in the wild or if the dungeon is going horribly wrong lol.
But for giggles, on mutating rescue into a different skill at least for higher level of play it might work:
You could say rescue creates a lifeline radius at target on the ground that decreases a single non-auto attack damage source so long as you're not the target of the boss in the area it is cast at for a decent duration like 5 to 10 seconds (behaves like a target spell still, the special marker will change slightly once the damage reduction is used up but will remain for the duration for the other part of the spell's effect), if you jump at said location while the spell is active it'll yoink you to the healer that cast it- which then creates a reverse portal at that feet of the healer that the player can double jump on to be ported directly back to where they were (lasts like 5 seconds after the first portal is used). Reason for that target part of the spell is to prevent people from using it on main tanks during boss fights as a shield, and the single instance of damage to increase the chance even further the spell is used as it was intended rather than a proactive shield and hardly ever actually for the porting mechanic, because that defeats the whole skill's original intent of movement and will turn it into another defensive skill. Obviously it kind of still kills the skill for players who didn't know if they jump they'll get pulled (or aren't paying attention and so the healer was trying to help)... buuuuutt.... I think it would still have some value (shield so even if they get hit at least it's less, and for those paying attention no damage then), and at higher levels of play might be better even.