Lets just take a roll call shall we.
Guardian Signet Of Resolve : Cleanses a condition every ten seconds, pretty trash passive but still should have some active play instead.
Ranger Signet Of Renewal : heals 62 base healing ~ every 0.6 seconds. Not very much healing but again, more active play would be nice. Maybe heals you every time your pet attacked someone, just throwing out ideas
Thief Signet of Malice: Heals 132 base when you attack. At least there's active play involved.
Elementalist Signet Of Restoration : Grants health every time you cast a spell. Active Play
Mesmer Signet of the Ether : Heal yourself whenever you summon an illusion. Active Play
Necro Signet Of Vamparism : Heal when struck by a foe. Active play atleast on your enemies part, I guess? Still would like to see something else rather than this.
Warrior Healing Signet: Regenerate health. You LITERALLY just stand there.
I can understand some cop out arguments of "oh well it's supposed to be passive, it's doing as intended" is great and all, but when the passive is essentially more valuable than the active effect then there's a problem. This is the biggest offender in terms of a heal skill based on what you get for literally nothing done on the players part. It needs to be tied into the warriors class mechanic to give you healing based off how much adrenaline you generate, or when you spend it etc, just throwing out ideas. Thanks for reading.