I have won a state championship with 4 life herbs in my deck in prior formats. For all those people who say only newbies, a more measured response would be the following.
The advantage to healers is that it cleans 6 damage counters (and conditions) off a pokemon without losing the energy placement. One heads in the right situation can save you a defensive prize, and still have a powered up attacker to push forward with. Poke turn or SSU doesn't do that. Yes it is flippy. If you have strong draw engine such as Claydols, Poke Healers are definitely better. SP's and Poketurns are obviously work better for SP's. But if you don't have a good draw engine, or you don't have 4 spots for poke healers, life herb can have it's place.
Good Situation:
A deck and metagame enviroment pokemon that won't be OHKO.
A deck that uses pokemon that uses a high energy cost, and you don't want to lose those energies.
A deck that doesn't use a strong draw engine like Claydol. (Poke healers would work better)
A deck that can't fit in 4 poke healer spots.
A deck that is supportor draw that is shuffle hand and redraw, with copy cat's, cynthias, and new professor Oak.
Any tank deck, with room for healers and life herbs.
Thus in that sort of situation I would give it a 7/10. In many other situations, I would not recommend. The only reason it would not be higher is that 6 damage counters a few years ago was great, now I think the 8 damage counters would do a better job of damage cleaning. (IE Equal to the typical Big hit that an opponent would take.)
Overall 4/10, as a 1 card tech. Up to 7/10 in the right deck, but with Claydol and SP engines being the norm, I don't see it being considered until next format.