That's a shame, as that would be the easy way in this case

. At any rate, I can see one option. The code determining under normal conditions wether a unit heals or not is as follows in the CvUnit::doTurn() function:
Code:
if (hasMoved())
{
if (isAlwaysHeal())
{
doHeal();
}
}
If you want the unit to not heal, then you'll have to tell the game at some point before the unit doTurn loop that the unit 'hasMoved'. This can be done with the pUnit.finishMoves() function (where pUnit is your unit you don't want to heal). If you can find an appropriate event entry point to call this on your unit(s) before the unit doTurn runs (but after the player gets to move his units, otherwise this would immobilize the unit), you're in business.
edit: looking over it, I *think* endPlayerTurn might work, but no guarantees.
Chris