Let's take a look at our class, shall we?
Our healing abilities, have a long history of being reliant on damage.
Enraged Regeneration- Heals the Warrior instantly for 10% of their maximum health, and an additional 10% over 5 seconds. Costs 60 Rage, unless enraged, and then it costs no Rage.
Notably, on this spell, the requirement to using it is damage, or combat. Rage, something only gained by combat actions, and other spells like shouts, and our only resource. Even so, using this ability on CD, which is 1 minute, you regain 20% of your health each minute through this ability alone.
Victory Rush- Attacks the target for 15,169 damage, and instantly heals you for 20% of your maximum health.
One of the most obvious examples of healing based on damage, this ability is only usable after obtaining a killing blow on an enemy that grants experience or honor. This is a great Battleground move, as there are many people and you have healers (hopefully), but as far as soloing or dueling, this spell is ultimately useless.
Impending Victory- Instantly attacks the target for 12,641 damage and healing you for 10% of your maximum health. 30 Second CD. Costs 10 Rage, Replaces Victory Rush. Though, Killing an enemy that yields experience or honor resets the CD of impending victory and causes the next Impending Victory to heal for 20% of your maximum health.
The improved version of Victory rush, instead with a rage cost, and a CD that allows the warrior to get a small portion of health back every 30 seconds. Taking Impending Victory, however makes the Warrior lose out on stronger CD's like Second Wind, or Enraged Regeneration. Those of which are ultimately more "reliable" in a PvP setting. The most common use for this ability is soloing, or an on-command heal for tanks in a PvE setting.
Second Wind- While below 35% health, the warrior regenerates 3% of his/her maximum health a second.
This talent is in lieu of others, such as Impending Victory and Enraged Regeneration. Sub 35% health, warriors with this talent tend to turn into turtles, focusing all their defensive CD's here so that people can't kill them. This talent, fantastic for soloing, because anything that cannot do more than 3% of the warriors health per second of damage, cannot kill him. This is the go to talent for warrior self healing, and while reliable, it has proven hard to balance, and strays from the normal warrior archetype of damage = healing.
Here is what I propose.
Remove Second Wind. The move is the obvious choice, leaving the other talents unused and considered not viable.
In lieu of Second Wind, introduce a new talent called Bloodthirsty.
Bloodthirsty- Heals the warrior for 30% of their damage done for (x) seconds. This spell is off the Global CD, and has 90 second CD.
Obviously, people will be skeptic whether or not this is actually a good decision. My premise for this change, is simple. Second Wind, has been hard to balance, it is a reliable self heal that never ends, and as much as I want to say being a turtle is fun, it does little to prove variant in skill. Bloodthirsty would give the warrior more control over their heal, however they need to also be careful. They are still susceptible to CC effects during it's duration, and if used at a poor time, will not benefit from the full duration of the heal.
I know, it has it's flaws, but thoughts?