18k HP works for Guardians, and the average Guardian has about the same amount of condition removal as this one, although they can seriously ramp theirs up of course and overall theirs is just better. Still, this one's got 4 self-condition removers and 4 AoE condition removers, Toss Elixir R also removes one condition every second for five seconds and if you're facing a lot of conditions then switch it out for C and you're pretty okay. And -25% condition duration is quite powerful too, as conditions only tick at the full second mark.
Super Elixir, which has a 100% up-time, gives every Projectile a 20% chance to remove a condition which is a pretty decent passive effect when fighting on a point, plus it'll heal you to boot. Jump Shot'll give you some AoE Retaliation, which is never bad either. Who knows what finishers your buddies'll bring. Whirl finishers are Cleansing Bolts, and I think those remove Conditions too, so have someone twirl his baton in it every now and again.
Automated Response is great in theory, but last time I tried it it didn't work. It doesn't remove the conditions already on you, and it's either bugged or has a massive ICD because more often than not it won't prevent new ones from being applied either. If it does work properly on release, then that's a no brainer inclusion, of course.
And I'm not trying to heal my allies per se, just buff them, be a Tanky Support toon. Some of that is healing, sure, but it's not my focus. It can't be, not even a Water Ele can heal in the proper sense of the word. Boons and Condi Removal, that's where it's at. The Healing only really benefits high Toughness and Healing Power builds anyway, and there aren't too many of those around.
Healing Turret, aye, not easy. Short AoE Regen on 52s CD, All Condi Removal on 60s CD and self-heal + 8s AoE Regen with a massive range on 20s CD (Can't leave the turret out, you lose your self-heal). Does it apply that Regen immediately after deploying it, or does it need some warm up time? I never really checked. It's quite analogous to Elixir Gun and having two of those is never bad. Healing Mist for AoE Regen + condi removal, Super Elixir for unstrippable Regen, Fumigate for even more allied condition removal (and AoE Vulnerable) + Healing Turret is probably quite potent.
You just lose out on one shortish CD AoE 1 condi remover and one self condi remover on a respectable CD and whatever the Gods of RNG deem to grant you that day, which could be as powerful as Protection or as meh as Vigor or Swiftness.
Med Kit is damn hard as well. Even with only 15 points in Tools it's already a 17s self heal, which is amazingly powerful. Combined with the 'reset tool belt at 25% HP' it's mind-blowing. And that's without even going into the kit, which gives another 3k Health with 0 Healing Power, a 15s Condi Remover and some extra Fury and Swiftness upping the total up-time of that particular boon by, I dunno, a lot. And with Kit Refinement it pops a small AoE damage spell when switching to it, which makes no sense but maybe they'll change that to maybe dropping an extra Med Kit upon switching which would be pretty sweet.
The only counter-points I can think of is that it takes a bit longer to get all that done and you lose out on an AoE Condi Remover and again the RNG. I wish they just dropped Swiftness and Vigor and made it either Regen or Protection. Or always give a shorter duration Vigor/Swiftness, and one of the other two at random. If this was a Boon build with H.G.H. it'd be a no brainer, but it isn't.
Assuming the Turret and Bandage heal for roughly the same amount as Elixir H either one would probably be better, yeah. To be honest, I just threw H in there because of the Cleaning Formula and CD reduction without really doing the math.
Anyway, everyone will go down when focused by a coordinated group, a Defensive Guardian will survive the longest of course, but he'll still go down fast. I do agree that I'm not sure there's a place for full out tanky specs in tPvP exactly for that reason, a middle road build should be good though. Some survivability, enough to get the job done and kill the other guy in a timely fashion. This one doesn't get anything done in a timely fashion, it can land a decent amount of Burst with Net Shot, Jump Shot, Blunderbuss to Overcharged Shot for about 6k, more if you had Fury up and some of it crits but between those bursts Hip Shot will just plink away for about 500 on average.
Also, Elixir R and S are instant now so they actually work as stun breakers.