Couple problems with otherwise great changes in this midchapter
1. Logically, healing yourself should always take longer than another person healing you. By nerfing ALL healing speeds and not just medkit heals, nothing changes in terms of players approach - killer just gets more time overall. A coordinated team is still better off running 4 medkits rather than bringing a healing build. I would suggest that altruistic healing speeds remain 16s, so that there are options - you either bring a healing build and heal everyone, or bring a medkit and be self-sufficient. Right now the correct thing to do is to always bring a medkit.
2. Dead hard is easily counterable by tunneling which is unhealthy. I would suggest it activates after you get unhooked aswell.
3. Hillbilly changes are written in a way which suggests that devs looked at the statistics and saw that those add-ons perform better. The reason for that is not that they are strong, it's that experienced players prefer them over others. A new player doesn't benefit from the tradeoff these add-ons offer. Please reconsider.
4. Circle of Healing is going to be really rare if the change with healing speed goes in. Solo survivors will have a hard time healing themselves and will feel pressured to run medkits every game. Allowing self-caring in a boon, but with reduced speed by 50% could keep the perk alive while providing options to survivors in terms of healing. Again, altruistic heals should not get reduction in healspeed as if they do, the whole healing change just gives the killer more time and doesn't adress the issues with self-heal meta