I personally stand by my previous opinion. I feel like I'm the current meta, it isn't hard to break even as a T in terms of kills per round. I feel like adding healing as a t item just promotes the idea of one person carrying the traitors, which isn't supposed to happen. If one traitor does really well while the others die with zero kills, the traitors don't deserve to win there.
If you play aggressively and want that healing, you have that option in two forms:
1. deceiving detectives into healing you
2. using a gun with leech
I feel like adding t healing just makes leech mostly pointless, and the point of traits on guns is to make builds that support your playstyle.
That said, I'm not completely opposed to t healing. I personally find the healing vial to be super underwhelming, so I don't think the right way to do it would be to just give a tiny amount of healing. What I would propose is adding a modified rejuvenator to the traitor shop. Same healing values, but only 3 shots. It encourages the traitors to work together, and if that's done successfully, I think the healing is deserved.
This solution would have other consequences. Either the traitor rejuvenator would need to be recolored, or the rejuvenator would need to be made kosable, despite being a d item, like the teleporter. I personally lean towards the latter. I'm open to other ideas though, this was just a small thought.