There's a common beginner mistake of putting the investigators in the Parlour after this card is revealed, instead of keeping them in the Hallway. Interestingly, the Arkhamdb transcription has a mistake - it says "before you enter", a good marriage of flavour text and mechanics, explicitly saying your investigators should stay put. The official text however is "before you ANSWER", which together with the fact you were instructed to reveal the Parlour heavily implies you are in the same room with the newly revealed NPC.
Who knows an investigator who actually make use of this healing magic would be a Doctor, how ironic.
Strong part of this card lies in "among" ඞ keyword which make you able to split heal to 2 investigators and deliver 2 On the Mend in 1 healing action.
This card is not so fit for cluever in my opinion. According to my practical run they barely have free time for some DIY hobby.
I just finished EotE. I went greedy and got 2 copies of Refine on most of the scenarios. And manage to only land 2 Refine played throughout unskip EotE. Moreover, I felt some small sense of guilt each time I played it. Some of investigator-mate even upgrade leaning a bit toward clue getting afterward.
I should notice the fact earlier but sometime you just learn from a card. Cluever is generally busier. If you are fighter probably got some peaceful time when enemy not spawn.
This card is underappreciated. Even if it doesn't boost damage, it gives up to 3 actions, doesn't trigger attack of opportunity and can make you move a monster on a location of your choice to give you some advantages or to benefit from the presence of an ally.
Also, if you have an ally (probably Seeker) that is trying to gather clues but got an enemy from the encounter deck, you can pull that enemy from him.
Last, but not least this card helps alot with Aloof enemies. You engage and fight them in one action. Aloof enemies with 1 HP dies in one action instead of 2.
I find this card especially useful in my 2 investigators runs when you may want to split to cover more ground while still protecting the other investigator.
For 2 XP □ Pry Bar + □ Detachable combo is a bargain. I rarely get to use my Pocket Multi Tool in my own turn anymore since everyone else wants to take the pry bar to fix their problem in the Mythos Phase. +2 is the magic number.
Even after all had survived the Mythos Phase without exhausting my Pocket Multi Tool, "skill test on a treachery" still includes threat area treachery like a Forced check on Frozen in Fear. Some that required an just to try a test has synergy with □ Detachable since anyone could try anyone else's threat area with their own stat and take the pry bar adding to it, giving more turn order flexibility. My party is prying everything with this dang bar, from defending against lightning strike to prying evil spirit away from possessing my partner. Supposed if pry bar has one more □ like the other +1 customs I still wouldn't complain.