I really like the injury system but I do agree healing is a bit steep early game.
I don’t know if I’ve ever seen an enemy with a permanent injury at the onset of the battle, not that I’ve been really looking for it since the update. It seems to me a way to balance the injury system is to make sure that the enemy is similarly afflicted with a rng chance to spawn with temporary or permanent injuries. I imagine that bandits and the like would be more likely to be found hurt in some way due to lack of treatment in the wilds while knights and the like would have been protected or healed for the most part due to the armor and currency backing them.