This is a bad precedent. No magic should have no resource requirements and be a catchall for any kind of healing. Shamanic healing in its current state has no exhaustion, no caveats, or redlines or real requirements. It invalidates all injuries, and essentially makes any lingering effects pointless. Shamans shouldn't be the best healers, the best offensive/defensive casters, and the best support mages all at once. Having reduced healing options and the ability to use it in combat makes it more practical, especially when you could do the same thing in one session in combat rather than 3. It's unclear whether you can even conduct different sessions in combat, or if that part of the spell is something entirely different. It's not just cursed healing, as cursed healing was basically the Farseer spell watered down and made worse. There's no reason for the archetypes to share the spell, and so Spirit Binding is for giving people limbs and augmented bodies moreso than being the catchall healing spell with extremely loose redlines and conditions. This is a better alternative to permanent curses, and requires ST intervention the same as adding any other magical/supernatural limbs onto someone. Having it be curable means that these limbs have value in being protected and utilized as significant artifacts, rather than a convenient after combat eraser or a worse version of a spell that already exists for a Farseer.
I'm completely lost on what you mean by the combat stuff in comparing it to void magic which has entirely different rules, drawbacks, lore, mechanics and ability compared to Shamans. I linked the redlines earlier, but the 5 emote curses that strike three targets can't be used in combat, and hexes are so poorly redlined and outlined it's basically been a guess as to what actually works and what doesn't. There's no way to know how the lore is actually supposed to work because its constantly contradicting itself.
I already agreed with you on this, so I changed Farseer's rift to essentially be the the stand-in for Spirit Walking in addition to allow it to be performed on Consecrated Grounds. I slightly amended pacting too because having a PK clause over someone just to start learning is inane. I'm still waiting 5+ months on the Lesser and Greater Spirits Submission as a more Spirit interaction is given there as well.
Using the current system is not a good precedent. It describes being capable of removing voidal magic yet voidal magic is the complete anthesis to Shamanism. How would a Shaman remove a voidal tear in a place where their magic doesn't work? I don't think anything you listed has any description of being capable of being purged/removed by deific magic, so I'm confused why it would extend to those areas. It only affects areas that possess afflictions of the soul or stagnant life force, druidic magic manipulates lifeforce but it doesn't corrupt it(as far as i know), and so it'd be unaffected.
Curse can have multiple targets affected with Circle Magic in addition to it being redlined to make soft-pking people impossible. It's always stated that you can't put people to sleep indefinitely and the like- while the old variant does not. I'm confused on what you mean by non-griefing uses compared to the old one when has had multiple issues because of the lack of redlining and soft-pking people. I don't think its also beneficial or necessary to have people endlessly cursed- and the choice is there with Spirit Binding.
That's not how prophecy lore works, not all prophecies are accessible even if a Farseer has the ability to see them, and so "debunking" a player made prophecy would be as credible as "it came to me in a vision". There's no way for a Farseer to actually provide evidence on whether something is true nor not.
Chain, Bubble, and the others were just minor tweaks or clarifications.