Could be i'm underestimating it but it still means messing up the high-tide preparations if you use it to 'save' extremely low health people.
Even if stars doesn't align and you can get an extra 15-20% on top of your average mentioned here on your Kromog kill, that'll bump it to 30k almost to the digit.
Personally i'd say a surge would be better at this point, it also averages much higher and will immediately bring the person out of the danger zone (regardless of a crit or not).
As mentioned before, it's probably a playstyle choice since both for sure are viable.
Having multiple 'real' choices in terms of talents is actually a good thing so there's no 'one size fits all'.
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Out of curiousity, which other glyphs are actually of any 'real' gamechanging quality to replace it with? Chaining seems counterproductive with larger raid groups and 2/4 set bonus, healing wave is also of really tiny use simply because with larger groups your main bulk of healing comes from CH, HST or HTT.
Not that many cases where there's "only" steady tank damage and nobody else is healing the tank (MT's are DK and Bear, so they tend to be spikey when something bit hits)... i tend to focus on setting up high-tide preparations, EB etc or simply toss a LB or two out when there's a gap where you got zip to do, ain't many of them though.
HST glyph is pretty much mandatory, then there's the SWG glyphs, both of which to me at least isn't of that great use. Rarely do i need to use it every minute, most large movement phases seems to be more of a 2-minute thing anyway. extending the duration is nice but again you barely use the full 15 seconds as it is.