You have to think fast to resolve a battle in a way that will benefit you, which adds a ton of tension and at the end you get a satisfying conclusion and can breath a sigh of relieve.
Every action has a sound effect, animation and is well telegraphed, you did a really good job with this one.
There's no strategy in healing/enemy damage rolls, you always want your healing to be max, enemy's min and same for damage, except you can kill an enemy too quick. What I'm thinking is adding a "threat meter". Lower player HP or/and lower player damage means higher threat, higher HP or/and higher player damage means lower threat. At the end of the battle threat will be one of the factors that determine happiness of the player, this will compliment your idea quite well and fix the issue.