Tank pulling by running up and whacking is a bad idea. If the tank pulls he should do it w/ a range attack so he can get back to camp undamaged. If the tank has no range attack, the scout can do it - but I'd use the cheapest, least damaging arrows possible. A caster can pull, but pull with a non-damaging spell. This seems to generate less hate. Test this to make sure, but so far I've seen things to indicate this is true (pulling with Weakness instead of Smite or Stining Swarm).
If the tank gets beat up too fast, as other posters said, consider options other than a big, straight heal. Try wards or regens. If you cast a damage shield be careful not to buff the tank *right* before the fight (as the badguys are incoming) - I've seen this cause mucho hate for the druid.
Mages, for pete's sake, would you puhlease start using your *root* spell more often? For most of you it's your only crowd control spell. If the mob gets off the tank and on the healer, root him. Yeah, it's slow casting, but try it. Trust me, you'll find less shared death debt piling up becasue if the mob is rooted the healer can back out of its melee range - and the mob will usually get back on the tank.
As another poster said, root group mobs as they charge in. Leave one hanging out there, helpless, while you kill his buddies, and then polish him off. Mages so far are largely thinking one-dimensionally - nuke nuke, HO, and nuke. Root is one of your only finesse spells. Please consider its power (sorry if I'm ranting, but for me, a druid, not to have root - and to explain grp after grp and not get through to people... well, the game is new and full of newbs).
Healer, where are you standing in a fight? CW says for eq2 to stand just behind the tank, not way back. You want to be just out of convenient melee swipe range, but if the mob switches to you, the mob should still be w/in area taunt range of the tank (also he can just spin to face it).
Also, grps need to know *when to run*. If you've overpulled or had too big a wanderer come at you while on a group - you need to know to yell and sprint away *early* while you have the power to do it. Of course this isn't as easy in dungeons, but outdoors it's a must.
Finally, what's with all these "all you old eq players need to stop talking about that game and realize - this is eq2 - it's a new game" stuff I'm reading in here? To set the record straight, old eq players are among the *smartest* players in this new eq2 precisely because we are thinking about tactics - and planning ahead - because that worked in old eq - and it works in new eq2. I can always tell when I'm grouped w/ an old eq player cuz I don't have to teach him the fundamentals of tactics - he's already on it - or he's teaching me something I hadn't thought of yet. Newbs to mmo's and *some* (not all) players from less dimensional games - these people I have to teach each and every new group. And they don't always get it. So please, stop dissing us old timers from old eq - we actually know something. And I'll work on being more tolerant towards new players and people new to eq. Thanks much.