But you have to actually put at least a point in it before seeing this 5[->6].
It happens for many skills, I usually put a point in them at some point just to see what would happen if I were to put some others points. (then I unlearn it if I don't like what I see)
It's a particularly odd complaint on a skill that's practically forced(and gets starting points placed into it) on all the classes that get it, though.
If you can't figure out skills enough to realize "healing that resource that doesn't regenerate naturally=good" and are running with the default skill placement turned off, the situation is probably hopeless for the player anyways.
Having said that, having L1->2 show before placing a point would be nice, rather than just showing the L1 stats, but that's really minor and may be misleading in its own right(people may think they're getting the green values for L2 when they get an L1 spell).
Regardless, I don't see a point in tons of redundant info-if a skill only boosts range at, say, L5, it's one thing, but for constant gains that you can see by putting a point in, that's another matter.
For ToME, understanding the game well requires understanding skill interaction as well as skill properties, and in order to properly and fully detail all skill interactions, you'd have to put a small book into every skill, at which point it drowns out the basic info.
I've heard people complain that they're expected to read where to go in a dialogue box-if people had a similar amount of text attached to every single talent, that's not going to go over well.
The game's already pretty overwhelming as it stands, doubling the text by trying to detail every single level-up bonus multiple times, every single interesting skill interaction, every, well, detail...I know I was kinda overwhelmed by ToME at first, and I've played an awful lot of RPGs and a Roguelike beforehand.
I don't know how much harder it would have been if I was constantly being told about both the base healing and damage values of every skill, and how they are altered by healing modifier/damage modifier, instead of just one figure. Or if the game drowned me by listing that spells were spells and also having is_spell up higher.
So basically, from there, it becomes trying to strike a balance between accurate info that hopefully conveys what a skill does and not being overly words. It's hard, but putting the range and cooldown bonuses in their proper place helps, in my opinion.