You're getting a lot of mixed advice from a lot of players that have their own biased opinions. N/Rt healer is just fine, as is a UA healer with party heals. WoH is okay, but I'd go for Healing Burst and UA over it. All have pros and cons, just like the rest of the heroes. I usually find UA healers lacking on the energy side, but better with healing overall - I usually use BiP with them to solve that, as well as the Ineptitude's, energy problems (you are going to find issues on the Ineptitude, Arcane Conundrum isn't used well by heroes for e-management - but it should be okay for most times with time between battles).
If you try mesmer e-gain on a UA, you run into the stacking problem that Lex discusses. Go with your gut feeling.
Displacement doesn't necessarily > Aegis, Aegis is more reliable and doesn't conflict with ST's Shelter, but is also higher block and can be shorter depending on the amount of melee. So there's more pros and cons.
What I can tell you is how heroes work. Skills, everyone's biased about their skills. And with 7H, there's a lot of good combination of builds that work, so it's hard to get good input. Typically people will just bring up their fav skills, so I'm going to go back to heroes themselves.
1st bar - heroes use dismiss condition (if I got the skill right?) as a heal, not as condition removal. Not bad, but it may not be the purpose you want because they won't prioritize removal of conditions, and the Rit may start healing instead of protecting. It's something to test, not just guess at (as in, take it out for a run, and just take a look at what skills the hero's using while playing). Overall, my own opinion (just opinion) is that it's a low benefit for the amount of protection - other skills scale to low level protection better, like Aegis, Prot Spirit, Shield of Absorption, only the last of which is usable effectively with the ST's spirits.
2nd Bar - There's 4 heals on the bar, each on low recharge. A hero will only have enough time to spam two of them, and not any more, because of aftercast. They also don't know which ones to use at what times (am I low on energy - soothing memories? Need a self heal, too - ghostmirror?) - they'll use them in the wrong orders, healing someone with spirit light and then soothing memories on themselves after dropping PwK, for example. Cutting it down to two, maybe three, heals will reduce a heroes confusion. I'd always recommend (imo) MBaS for extreme condition removal, and Spirit Light for spike catches, powerful red-bar. Soothing Memories is to be used if the hero has energy troubles. Ghostmirror, while it looks useful, tends to fall short compared to the usefulness of those other skills (again, my opinion here).
Bar 4 - Necro elite escapes me. Otherwise, heroes should be fine with that.
Bar 5 - If the shouts don't bother the energy too much, it should be fine - just keep an eye on it ^^
Bar 6 - Such a powerful bar of illusion skills is marred by the fact that heroes don't use Arcane Conundrum as good e-management. It's a great utility skill, and it's good for that purpose alone (rather good, tbh), but the mesmer will run out at times. How often, that depends on how fast you move through mobs, and how much the interrupts work. You aren't using too many, so it may work okay in general. I don't know if the bar needs changing, but I'm letting you know about the issues heroes can have.
Bar 6 - Fine, but, in my opinion, if you have areas with smaller, or more spread out, groups (such as most of Tyria), Panic is definitely unnecessary, and ineffective. I'd say to use E-Surge.
Bar 7 - Pretty standard SoS rit, nothing new there. I liked the Invoke ele (more opinion here), especially because it added a lot of direct spikes and you already are using weaken armor (making it more powerful still), but the SoS is decent enough in it's own right. Not as much damage, but more utility, particularly with splinter.
Tried to let you know where my opinions came in to play. Take them as you will, there's some help for ya.