I don't know how much the ghost heals. Joram stated in another topic somewhere that it is helpful throughout the game if you keep it upgraded. At least early in the game the ghost is the only healing spell you have access to. In the original release of D2:ED and in DKS I was fine with food and potions early in the game (though trying to conserve potions could mean sometimes standing around for awhile waiting to regenerate), and once I hit level 15 I learned the Healing spell (never needed to boost it past level 1).

From Lancet's DKS FAQ/Guide:

Code
SUMMON GHOST: This is like Summon Undead, except with a much longer cooldown, 
less duration, and the chance to cast Healing on you. It usually sits around, 
lobbing energy balls that do much, much less than the Undead's version. The 
Healing spell can make it useful, especially early on, so a couple of points 
into this skill at the start may pay off.
 Level 1
 Continuous skill
 Cooldown: 90 seconds
 Stats        1     2     3     4     5     6     7     8     9     10
---------------------------------------------------------------------------
 Summon level 1     4     9     11    14    17    19    22    24    27
 Duration     60    70    80    90    100   110   120   130   140   150
 Mana cost    22    34    54    62    74    86    94    106   114   126

 11    12    13    14    15
--------------------------------
 30    32    35    37    40     Summon level 
 160   170   180   190   200    Duration     
 138   146   158   166   178    Mana cost



I used the Mining Guild set with my ranger for quite awhile (one of the level 15 sets you start with in the Steam version and North American Xbox version), but other than that just used random, unique and purchased equipment. I did collect set pieces, though, and saved to try out a couple of them (reloading being easier than re-equipping all the original equipment).