I'm uncertain just what that magical item creation ability is worth in the abstract. This is the thematically related stuff which comes to mind. If you're so inclined, lend an opinion on balancing this scale.
- Access to the Healing Psionics in Rifts Manhunters: Call to Life, Psychic Tether/Life Line, Share Pain & Suffering, Transfer Hit Points. Transfer ISP
(This could be argued to already be grandfathered into a standard Healing Shaman, in that the class is described as gaining all Healing Psionics. YMMV) - Access to some of the healing magic published since the source material was published
(Outside some Biomancy spells I don't think there's all that much. I have yet to make a list.) - Lessening of equipment restrictions on Shamans
(the source material made some choices which, charitably, are problematic. I wouldn't want to see a dedicated super healer in power armor or anything, but a steel scalpel is fine) - Access to Mystic Herbology
(this wouldn't include any of the Scathach metalworking, or Dryad wand/staff creation. Just the herbs, combined with some leeway to take into account a wider biome to draw upon) - Access to the Priest's Healing Touch, possibly limited to 1/minute or less
- Access to some Amana RCC healing abilities, delayed by level progression
- Access to healing-themed super powers, delayed with things like level progression, fatigue, codes of conduct, what have you.
(I'll throw together a list of that alongside the spell list soon)