I made this mod before I was more knowledgeable about the Data Lifecycle and how control loads (one can edit global, but after that the save will write globals - the save's globals don't exist at the time control.lua is parsed).
I may go back and clean up the code a bit, knowing now, but "if it ain't broke, don't fix it".
There's also the way I detect what needs healing: spawn requirements. I can go through entities looking for the right kind, which sounds more simple, but it does slightly change the behavior: I may apply healing to things that aren't "spawned". A niche mod may create an enemy that shouldn't regen, and my mod would apply some. Unfortunately I currently (0.0.4) don't apply healing to enemies that don't come from a spawner. Each method has a benefit/drawback.