Better in every way possible except for the one fact that…
Well, devs have to implement this feature.
Otherwise, Zealot players don’t have to worry about gaining green HP or handicapping their team.
Team doesn’t have to worry about talents either.
Your risk as a Zealot is that you have to lose HP and play with constantly decaying health, while also not being able to use health items if you want to utilize your career fully.
Not getting heal for your team or getting green HP on Zealot is not a risk.
Even more: not getting green HP on Zealot might be a bigger risk in some cases if your game is tough and you’re near death.
It’s a flaw in game design. And having a choice of not getting green HP at all fixes that while making the career even more risky.
The only thing I would add as a nuance from the OP’s first idea is that healing items should still give green HP, because that would be an unnecessary buff for people that whine about powercreeping.
Basically there’s no reason why this career is so special in this case.
Considering how many sources of green HP were added since release I literally see no harm in this change.
Agitating for inconvenience in gameplay is something that I will never understand.