> Frequently Proposed Ideas (FPIs)
> 7. Healing/leadership should give experience
> It is felt that allowing units to gain experience without risk would make leveling-up of such units inevitable. Further, one of the motivating examples of this is so that units such as shaman can have a hope to level up in multiplayer. It is pointed out that if the experience gains were high enough to allow shaman to level up in a single multiplayer game, then it would be trivial to gain the best type of healing unit in a campaign very quickly.
https://forums.wesnoth.org/viewtopic.php?f=12&t=34904#w0fpi7 (2011)
Other aspects of the game or mod-able, but such things as this I guess is against the grain enough to probably be difficult.
There's various ways around this (like capping amount of experience per level by source), but ain't game design fun?