Nah, removing gear is not a good idea. It's also pointless to think about because it's realistically never going to happen.
Gear is what quickly trivializes whatever difficulty was designed into the encounters. The most they could do is close the gap between minimum item level and maximum obtainable gear. For example, if Savage/Tome gear were 520 instead of 530 now. If you look past the flaws of the old encounters, I think Unreal trials are an interesting view of what the game could be with less drastic gear scaling. I hope that Unreal is not just a piece of weekly content, but an experiment for scaling that they could make use of in the future.
Healing has more to do with scripted encounter design. In my opinion, you simply can't make it enganging past the progression phase without some degree of unpredictability.