I love this game! I'm playing as a Cleric and picked up Heal Wounds I as my first skill. However, upon leveling up I didn't really feel like the next level of Heal Wounds was worth it. For Heal Wounds I, the text reads "Heal yourself for 30 HP. Cooldown: 10 seconds. Mana: 6" and at the next level "Heal yourself for 45 HP. Cooldown: 10 seconds. Mana: 9". Basically, if you put 2 training points into level II, then all you are able to do is heal 90 damage in 2 clicks instead of 3. Other skills have noticeable incremental improvements. For example, Crusader I says "Your hits have a 2% stun chance. Against undead, +2 damage" and the next level says "Your hits have a 4% stun chance. Against undead, +3 damage". There is no penalty or drawback associated with getting Crusader II.
My recommendation is to stabilize the casting cost so that it is more desirable to put points into. Instead of 50% more healing per shot of Heal Wounds II as compared to Heal Wounds I for 50% more casting cost, perhaps 50% more healing for the same cost. If you want to implement a penalty, then perhaps raise cooldown instead, say to 12 seconds for Heal Wounds II. Raising mana costs creates too big a mana deficit to make leveling up the ability viable.
My recommendation is to stabilize the casting cost so that it is more desirable to put points into. Instead of 50% more healing per shot of Heal Wounds II as compared to Heal Wounds I for 50% more casting cost, perhaps 50% more healing for the same cost. If you want to implement a penalty, then perhaps raise cooldown instead, say to 12 seconds for Heal Wounds II. Raising mana costs creates too big a mana deficit to make leveling up the ability viable.