Here are the solar medicine charms.
TOUCH OF BLISSFUL RELEASE(5m): Allows the target to ignore injuries and other status effects for 5 minutes. Admittedly useful on the battlefield but if Naruto ninja generally able to fight through pain anyway, and I would be very surprised if there aren't Medical jutsu to do the same thing.
CONTAGION-CURING TOUCH (2m): Allows Solars to perform medine without the normal tools and in awkward conditions. Impressinve in a narrative sense but generally something a field medic already does as a matter for normal field medical jutsu. The charm is basically spending motes for a passive effect that most medical jutsu shown in Naruto have.
WOUND-MENDING CARE TECHNIQUE(10m): This technique is the one they actually use to heal injuries. It requires the Solar to spend an hour treating the patient and then they only get the health levels back at the end of the day. This objectively inferior to the medical jutsu version of this which works in minutes or even seconds to get the same effect. Probably for less motes. Frankly most fantasy healing is better than this at the first level. (Cure from FF blows it out of the water as does basically any healing spell)
ANOINTMENT OF MIRACULOUS HEALTH(10m): This one is kind of useful as it grants (users essence probably 2 or 3) temporary health levels to the target so it would be a good trick to perform on teamates before the battle. But considering how lethal a combat system is having a couple more health levels is far less valuable that just killing the enemy a little bit faster with those 10 motes.
WOUND-CLEANSING MEDITATION(10m): Takes an hour to perform and converts aggravated damage to lethal. Which is not likely to be a problem as there are very few things that can deal aggravated damage to mortals or normal people. Also aggravated damage heals exactly like lethal damage but is resistant to magic healing. Would be useful in the unlikely case we are hit with aggravated damage, survive the battle anyway and still can't wait the necessary time to heal normally. Also I'm not familiar with lunar charms but I wouldn't be surprised if there isn't a endurance charm to do this for ourselves.
FLAWLESS DIAGNOSIS TECHNIQUE(1m): Tells you what you could figure out about what is wrong with the patient in seconds instead of an hour of testing. Useful for showing off how smart you are when treating a patient with an unknown problem but not that valuable for a combat medic who already know the problem is they came down with a case of being stabbed. Basically lets you be House. Combat Medics have a slower version of this.
AILMENT-RECTIFYING METHOD: Halves the time it takes for a patient to recover from sickness effects, and allows them to try and cure of otherwise incurable illnesses with 5 motes. This setting doesn't really have illness as a major problem for anyone important. And the curse mark is not an illness it is a charm effect, shaping effect or something more along those lines.
BODY-PURIFYING ADMONITIONS: Same as previous charms but for poison.
WHOLENESS-RESTORING MEDITATION: Allows the healing of crippling effects like regrowing limbs but it takes days to recover so it is useless in the field. Every cripple we have ever seen in Naruto either recovers, gets a better replacement, is faking of several of those options. How often are we going to need to regrow a limb?
INSTANT TREATMENT METHODOLOGY(7m): Allows you to perform a medical treatment in seconds instead of an hour. Like many of the charms is far more impressive looking than useful. It only speeds the treatment not the recovery from the injury. It also isn't really all that much faster than a normal medic Nin.
Not to mention most of the really good combat medical jutsu used by Tsunade or Sakura would be resistance or martial arts charms.
Warslick said:
Just 5 charms in the Flawless diagnosis path you have healing that takes place in seconds at low mote cost that could reattech limbs, as well as healing incurable poisons mundane, supernatural and spiritual as well as curing incurable illnesses. It aslo halves recovery time so that would be useful. Cost is just 1m if you take the whole hour to do the curing and just 8m if you do it in seconds.
All of those things can be done by normal medic nin exept slighly slower to perform the treatment. That speed however is only to save the solar time. The actual recovery from the medical problems takes place at only half the speed they would if they went without treatment and managed to not die. A medic nin would spend a bit longer for the exact same effect.
It might be something that can get rid of Ochimaru's mark on Anko, or its equivalent elsewhere. I mean if it can treat the Great Contagion then I think anything in the Naruto-verse should be able to be cured. Its ability to reattaching lost limbs and cure permanent blindess would also be useful as it should counter the blindness caused by use of the Greater Sharingen abilities. Not sure if it regrows the limb or allows you to reattach the limb though, so that would probably be something the QM would have to decide.
In order, the curse seal is a curse or charm effect not a poison, illness or crippling effect so it isn't a valid target for medical charms.
It probably could cure any Naruto verse illness but it doesn't magically heal people by casting a spell it just lowers the success count on the patients (resistance+endurance) roll needed for the patient to survive the illness to the magically treated number instead of the normal treated value, like they would with a normal doctor. The use of Medical jutsu would have the same effect.
Reattaching lost limbs is within the power of normal doctors, and medic nin, no solar power needed for that. Curing permanent blindness caused by sharingan abuse is probably possible but anyone who need that treatment probably isn't our ally. It could do either but would still require days for the patient to recover. So it wouldn't matter for any fight we get into.
Others paths allow you to give others extra health levels that take damage first that when they disappear also take damage with them, basically healing the patient. Also replication of the charm resets any damage taken in those extra health levels. You can legally in game spam that charm and take someone from dying health levels to fully healed by abusing the charm. Its a bit broken but was never fixed as far as I can tell. It's cost of 10m per use is its only downfall to use it like that as it will get though ones essence pool rather quickly unless the solar has a effective way to recover essence quickly as well.
I mentioned that above as one of the more useful Solar charms but it cost 10 m which is a lot. It only gives (solars essence) in health levels which for a new exalt would be 2 or 3. Generally unless the patient is a soak focused celestial exalt they are probably going to be taking more health levels than that in one hit, thus reducing it's usefulness. Frankly it would be better to spend those motes on melee excellencies and use the defend other action to keep them from being hurt in the first place.
Exalted is a game where the characters are incredibly fragile and go down with only minimal damage. In a fight between equals most fights will end with one or two landed hits, and that isn't accounting for any doom combos. The proper way to keep yourself and your allies alive is to maximize your and their DV, or just killing the enemy faster.
If an ally is weak enough that they need those health levels to not die then you would be better off leaving them behind and using those 10 motes to fight better and longer.
Not sure how this all compares to medic-nin abilities, but they would be a great improvement over the abilities that either Sakura or Hinata would have at this point in the story.
By the standards of most supernatural settings with healing magic Exalted has crap healing exept for when you are healing yourself. This is because they are really just really good doctors rather than using healing magic so they are still limited by the patients being mortal instead of being able to throw magic at the problem.
Solars were built to lead and kill primordials and thier best charms are the ones that are suited for those roles. Spending motes to heal people who aren't badass enough to recover on thier own or with the aid of lesser exalts is a far less efficent use of their time than leading armies or nations, or killing supermonsters in close combat. Its sort of like how solars actually have crap charms for small unit combat becuase they aren't supposed to be leading small units they are supposed to either be a singular champion or the head of a giant army. Small unit combat and healing people one at a time is what dragonbloods are for.
Medical Jutsu however is frankly far closer to fantasy seting standards for healing magic. Really both types of medicine could be replaced and surpassed by a white WoW priest.
A solar that sank large amounts of xp into medicine charms could function almost as well as a medic nin on the battlefeild and better in a less time constricted environment but they wouldn't be the massive out of context problem solars are in leadership, personal combat, stealth or most other things our Solar partner could be doing.
If we got Sakura as our partner I would advise having her drop the medicine aspect of her character and use her high intelligence to learn occult for it's great utility and the spell Solve Problem (officially known as demon of the first circle), and Martial arts for combat.
With Hinata I would suggest Celestial Martial arts, and socialize/bureaucracy/war charms to take over her clan and turn them into super ninja, while leading troops into battle as a general.