In my understanding 'Blood' is sacrifice to empower magic itself, not the main source of the magic. So if you have a spell, that not only needs magic (AP) but also blood (HP), it should be stronger than a normal healing spell. It would be different, it you would say: It costs no AP, but HP.
Just checked, you suggested either 0 or 1 AP as a cost. So if it cost 1 AP it should be stronger, if it cost no AP it can be weaker or equal as 'Restoration'. But if you want to compare 'stronger' and 'weaker', you need to calculate in the full heal of restoration and not only the first round.

If the skill is not really worth using it, players will just put one point Aqua on every of your four chars and let them learn 'Restoration'. Don't you think so aswell? I would have thought of it being kind of equivalent to Hydro, so you are not forced to always take Hydro, so that people can play with less multiclassing with out getting punished for it.
If a skill like 'Animate corpse' needs corpses to work, wouldn't that make the skill situational, so something you normally don't like that much, like 'Guerilla'?

There are far to many elemental effects that turn corpse into dust or something like that, even if the elemental damage did not kill them?