well now its op
cutting cost to a third would have been fine with the original effect, but now you almost doubled the effect as well
I think it should heal 6/9% with the current costs (which is still the strongest consistent healing in an element that has both aoe and single target cc, but the upkeep is quite high)
Given that this effect cannot stack, I think it is fine.
Compare with Sanctuary, which gives 4 healing per turn with no upkeep and added quanta and hand protection plus stacking.
Also, since there is upkeep you really need to factor that into the cost.
An upkeep of 1 per turn is effectively a cost of 3 to get the effect one time... more importantly, it is equivalent to needing +1 pillar to maintain.
That translates to about 2
+ 1 extra card which has a cost value of roughly 4 quanta.
So the unupped version costs as much as sanctuary and trades the stacking, quanta, and hand protection for essentially a +2 healing per turn... that seems very well balanced to me.
As for the upped, I think its a little weak compared to unupped considering its upfront cast cost is 50% more and its upkeep is doubled but only yielding a 50% healing boost...
So in terms of cost theory, it has an effective +4 quanta cost for the upkeep and +1 cost from the cast cost and +2 for the standard upgrade value, so now it is essentially worth 9 :quanta for for 9% healing per turn versus 4 quanta for 6% healing per turn...
I think either the upkeep, cast cost, or both should be lowered to match the unupped... If you believe the +50% healing boost justifies a greater than 50% value boost, then just drop the cast cost and keep the higher upkeep.