Healer Feat currently heals 1d6+4 plus maximum number of hit dice, which for players is equal to their level. Your change just makes it worse for characters with lower INT. You are absolutely right. Thank you for the correction.
Produce Flame lets you attack with it when you cast it, that's why I said your change brings inconsistencies. How many times can I precast Produce Flames to attack with it. It's non-concentration and the flame appears in your hand so how many flames can I hold? It doesn't really bring any consistency and makes the spell stronger.
You can attack with it after you cast it too. You can also make a melee attack with it. I would have liked to caveat it can only be used as weapon, one per hand instead of the current caveat of removing the existing one if you recast it. I suppose they want to avoid creating an ammo pool that can be used with extra attacks and a dip into the cantrip.
It's impossible to hold a person up with one arm no matter how strong you are, dropping prone while someone is holding you is super easy. You are still thinking that a grapple is more than it is. The name grapple is a misnomer in this regard. You could literally be holding someone's hand and they would be considered grappled. In fact, if someone is prone and you grab their foot they are grappled and they can't stand up, so it literally parallels real life physics. Plus they can try and contest your grapple which is also realistic, and you couldn't tell if I am using a real life example or not if I hadn't said that it was in game. The reason that the Grappler feat is bad is that restraining the target also restrains you which makes sense logically but is bad because you lose your advantage on attack rolls against them you gained from the feat and now you are just as vulnerable as your target. Do you agree that an actual pin should be superior to a grapple in a 1v1 scenario in terms of leverage and advantage? I mean, you could shake someone or even throw a small person with a grab, but a pin is putting the enemy at disadvantage and you at advantage for unarmed strikes and chokes. I also think there could be some descriptions of unarmed strikes used in a grab or a pin. You are allowed to unarmed attack with your grasping hand right? Twist the arm, bash the body against an object, and thrust two grapples into one another. I suppose that would take two attacks and one attack roll. Up to the DM I guess.
Letting everyone unarmed attack as a bonus action for free nerfs Monks by giving everyone the one thing they can do. I mean for 1 flat damage... sure, but maybe that's just too much semantics. The fighter unarmed fighting style muddies the waters further by allowing 1d8 if you are unarmed with the intent being that you have no bonus action and 1d6 if you take a shield or bonus action useable weapon. It's basically a versatile weapon rather than a bonus attack. Doesn't follow Monk mechanics at all. Just the opposite by using the weapon as the bonus attack. On the other hand, actual claws like Dragonborn Hide and Alter Self provides no such versatile characteristic. The Beast Barbarian gets two attack rolls for one attack doing great level 1 damage, but that's clearly a class feature as much as Flurry of Blows. Longtooth Shifter's unarmed strike is a 1d6+str bite so doesn't preclude an available fist which means you can equip a great sword or polearm and perform this action. Then you have pole-arm mastery and crossbow expertise. Pole-Arm Mastery with a spear can be used with a shield as well as Dueling for 1d6+2+str/1d4+2+str. Halberd is probably a lot stronger though. Most people would agree that Crossbow Expertise and Pole-Arm Mastery are so potent because of the bonus attack attached that can be combined with magic weapons features and a power attack (GWM or SS).
The problem with making repeater crossbows and their cost is it's extremely campaign dependent on whether you will be able to afford it at a reasonable time or not, where a feat makes it to where upon reaching level 5 you can continue to use your crossbow effectively. Also there is nothing stopping adding repeating crossbows and the player taking the Gunner feat instead with a repeating crossbow and getting the +1 dex and no disadvantage in melee. That's true. This is the better feat for non-crossbow users like Bowmen and Casters at the moment even if your DM doesn't allow guns. Would be nice to combine these feats.
5.5e Bonus Action Attacks, Spell Weapons, Feats and a More Consistent System