All it does is give swiftness to the class mechanic, something that should be baseline with the class mechanic, rather than taking a whole spot for a much important second tier trait. Almost all classes have something unique or special about their traits for elites, yet this one seems highly uninspired, and adds nothing new to the mechanic.
My suggestion: when overloading gain a small barrier every hit per target enemy or ally hit by the overload. Nothing too crazy, maybe 200-300 barrier per target, and since barrier decays, it wont be as problematic as a heal.
It would promote using the skill to hit as many targets as possible, while giving eles a mean to stand in the middle of the fight and not be randomly deleted from stray AoE going around, and since it scales based on how many targets it hits it wont be used to bunker up, since water overload wont hit enemies and would only hit you if you are alone. It would promote aggressive play with fire/air overload since it would give you the means to withstand some heat in teamfights where you become an easy target while you are channeling a skill for 4 seconds.