Woundcraft isn't too difficult once you get around the wording.
Cure Light Wounds is level 1 and does a max of 1d8+5. It can now do 1d8+7.
Cure Moderate Wounds is level 2, max is 2d8+10. It gets a 4 point bonus (max 2d8+14.)
Inflict Serious Wounds is level 3, max is 3d8+15. It gets a 6 point bonus.
It's not meant to be the most powerful ability, just a handy nifty. I have however just found a few spells that this ability could completely break. The Cleric's Poison spell would cause 1d10+8 Con damage twice without Hallowed Resurgence? A crit with that would cause the spell to bounce 4 times, dealing a minimum of 36 Con damage over two turns; that would one-shot a Tarrasque even if all four d10s roll 1s. Need to tweek this one.