I'm fine with careful city placement and all that. I've always been a player for health but it just pains me that whatever I do I end up facing unhealthiness. It's good to hear that you've somewhat overhauled the healer mechanics though, but I'd still like to point out that a settled great healer will be at 6 health 3 science while the regular is at 4, 1 respectively. Compare the "great" counterpart to other great guys and you'll see that the great healer is still lacking. A great sage is 6 beakers 1 hammer as opposed to just 3 beakers, great merchant is 6 gold 1 food as opposed to 3 gold and so on. You can see the the "basic" effect roughly doubles and that the addition is just gravy. With that in mind, the Great Healer would do good at 8 health, 2/3 science if it were to compete with the other great people.
You have a point about the GH; I'll look at bumping it up. However, it is also the only specialist that directly influences your growth rate, so we have to take that into account; 6vs8 is 3vs4 pop.
As far as the great healer as an unit goes, nerf. I've not yet familiarized myself with this modmod enough to say whether you just made medic 3 heal an absurd amount but you should tone the great healer unit healing down or restrict them so that they can't leave your own empire because with some gear a melee unit can be at 20% healing on it's own and topping that off with 60% from a great healer medic is too much. Part of warring should be having to worry about how far you can stretch your troops and not just count on them being able to fight full strenght every turn. All in all if M3 is really this powerful, it should be toned down, don't you think?
We have not touched Medic 3 at all. Really though, it's not that powerful itself; It's typically only available to High Priests.
I'll likely remove it from the specialist... However, I'm curious where your 60% number comes from. The spell uses python, and it's calling it as '<PyResult>spellHeal(pCaster,20)</PyResult>'... The 20 is the % it heals. So it should be about a 1/3rd of what you say.
I'll edit more later, lunch break starts now!
Lunch over, resuming!
Now, I personally don't have a big problem with the health issues per say but it just pains to see how badly the AI deals with it. I mean, FFH2 and Fall Further both have AI's that do their job and play out their part but sadly RifE AI is not up to par. I do not mean to belittle your efforts at all but it's just not fun when the AI doesn't know how to play, tech, expand, wage war... anything. It's so very painful to see Lanun with Hannah not building any coves nor improving their land terrain either. It just sits there in a jungleridden city with 7 warriors and 3 fishing fleets doing nothing. Clearly something with that particular AI is broken even further than with the others.
Yes, the AI will be taught to handle it. We didn't do it initially because we weren't sure what form it would be in after a patch or two; With things in flux, you can't teach it to the AI. Same reason we have not bothered with Naval Invasions yet; Unit lines will be significantly changed, so we aren't going to teach it how to use one effectively until after that is done.
Assuming Odalrick finishes it in time for 1.31, the AI will be teching fairly well.
Edit: I'd also like to point out that civilizations like the Malakim that start deep in the desert surrounded by flood plains will never amount to anything with health being as is.
Actually, Malakim suffer far less unhealth from floodplains than others do. 0.2

. Even if COMPLETELY surrounded by floodplains, that is only 4 :unhealth:, which will ALWAYS be countered. Literally, always. That is the minimum amount given by difficulty. Then you have extra from freshwater, capital bonus, trait bonus, etc. Malakim are fine.
Scions are hit a bit harder.