I feel like I got really wordy, so for those who'd rather not read it all:
TL;DR said:
I feel that Earth casters make an appropriate trade-off in power for the ability to heal, and thus do not require a 'wand' to be equal to Celestial casters; their jobs are totally different in the overall game, and if you find Earth magic to be not fun because it focuses heavily on healing instead of damage, you should probably consider switching to a Celestial caster during the rebuild.
In regards to whether Earth casters should get something analogous to wands, I would say yes but no: yes, because Earth casters for sure get shafted in a lot of ways early on that such an item might help to mitigate; no in that my personal view is that the ability to heal should be made at a trade-off for other power somewhere, and adding such an item would 'devalue' that choice.
For example, choosing to go full caster with Earth magic (the Scholar route) means your damage output is going to be overall quite low (short of Necromancy), but you'll have access to powerful magic (Life, specifically) much faster, and because you probably won't be on the 'front lines', as it were, you can focus on healing and protectives; choosing to go for more damage (the Templar/Adept route) early means you'll be working towards those stronger spells much longer, and/or you'll be taking more debilitating spells.
While it's true that Celestial casters also have to make the casting/damage choice, choosing one over the other still results in an increase in offensive ability overall; Earth casters specifically have to choose (in a general sense) whether they want to have damage or magic, and that choice should be meaningful to both the player and the character.
For the record, I went my first 3 months as an Earth Scholar without any offensive abilities at all: no weapon skills, no Disarms, Pins, or Repels, and no Alchemy; my character still doesn't have any weapon skills, and has chosen to specialise in Potions and Alchemy over spells, due to in-game factors and his personal outlook. This is not a character I feel most people could play and enjoy, but I do, and I would have liked it considerably less if I wasn't forced to make all of the choices that led me here (primarily the damage/healing choice). (If anyone is interested in hearing about it, send me a PM and I'll explain why he made the choices he did.)
Daedric said:
All of the problems with Earth casters being viewed as weak combatants would be solved with the flick of a switch if plot committees didn't universally make necromancy a crime in every single game realm.
This specific rule is entirely out of the hands of Plot, since the rulebook states that Necromancy is illegal everywhere PCs might be in-game.
On the subject of offensive Earth casting being limited, though, in my own personal view that's half-true; you can take no healing spells at all and be fairly effective in most skirmishes, or a good second line in larger battles.
1: Disarm, Endow
2: Weapon Shield, Repel, Slow
3: Bind, Weakness, Shatter
4: Poison Shield, Shun
5: Silence, Spell Shield
6: Earth Blade, Elemental Shield, Sleep
7: Charm, Confine, Destruction
8: Reflect Spell, Paralysis
9: Death
This spell list is still perfectly usable in many situations, and if your chapter has a lot of healers it might be worthwhile to go pure support/debilitation to make their job a little easier. (I am aware that every spell that isn't a Curse, Earth Blade, Endow, or Poison Shield is available to both schools; the point of the list was to point out that it's possible to play a more 'offensive' Earth caster, so long as you allow 'offense' to mean more than just 'damage'.)