Each Doctor/FA perk should reduce the cooldown on FA/Doctor so that a Medic role, that takes all such perks would be reliable. Also, some of them should decrease the cost of AP for using FA/Doctor or even Stimpacks. (Maybe increase the base cost of AP for FA/Dcotor/Stimpacks by 1 point first, and one of these support perks would reduce it to current)
Something like: (Example only, change numbers to reasonable values)
Increase FA and Doctor AP cost by 2, and using stimpacks by 1.
Living Anatomy: +5 flat damage, less fail on FA, and reduce CD's by 10%
Medic: reduce CD's by 50% (leave it as it is)
Healer: +15-30 hp with FA, and reduce CD's by 10% (12.5% if having FA kit in inventory/weapslot)
Healer+: +20-40 hp with FA, and refuce CD's by 10% (12.5% if having FA kit in inventory/weapslot)
Blessed are the Weak: Reduces FA/Doctor and using Stimpacks AP costs by 1.
Taking 5 healer perks would give 80% CD reduction, making that 18 sec at 200. (13,5 sec with FA kit in inventory/weapslot).
Good gain at the cost of 5 perks out of 8, to my unexperienced fallout mind it seems reasonable.
That is ofc, if the next season does not offer other interesting solution to field medics, bc if it does, I'm curious what it will be
Note:
Possible change of FA to be heal over time, like 50% instant heal, 50% over 20 seconds (or 2 turns).
Possible change of stimpack dynamics, adding CD at stimpack usage, which makes them have mitigated results. ("Stimpack" effect on player, (something like lockpick timer) that makes stimpacks 50% less efficient until the effect lasts, ofc timer of "Stimpack" effect resets if stimpack is used before CD end.)