The effect +Heal, just like +SpellDmg, will vary based on the casting time of the spell used. For heals over time, like damage over time, what matters is the duration of the spell.
I suggest you look at
this page. There may be a few inaccuracies, but overall it's quite reliable. Tells you the percentage of your total +Heal that each of your spells benefits from.
The overall idea is:
A casted spell must have a
base cast time of 3.5 seconds to benefit from 100% of your total +Heal or +SpellDmg. Talents do not affect this so, for example, Healing Touch takes 100% of +Heal even if you take Naturalist which reduces its cast time from 3.5 seconds to 3.0 seconds.
A HoT/DoT must last 15 seconds to benefit from 100% of your total +Heal/+SpellDmg. Again, talents are not supposed to affect this. In both cases, there might be some exceptions.
Instant spells tend to have a fixed value of how much they benefit from your +Heal/+SpellDmg, which tends to be near what a 1.5 second spell would have.
For both a casted spell or HoT/DoT, you can use rather straightforward way to find out the coefficient. For example, for a 2.5 second spell:
2.5 - 3.5
XX% - 100%
100 * 2.5 / 3.5 = ~71.43%
Hope this does not make things more confusing. :P
EDIT:
About the gear you mentioned, I'd pick the Eng headpiece. If you were to build a full set of +Heal, the +12 would be nice, but if it's your only bonus, don't bother. The additional Stam will help if your tank loses aggro on a mob. A bit more Int is always nice, though not a big difference in this case. Spirit is nearly useless unless you've taken Intensity in your build, since it does not change your mana regen while casting.
Edited, Nov 30th 2007 2:05pm by Selverein