The 'healing potion' in your example technically doesn't work, as the 'Healing Hands' spell can't heal the 'caster' who would be the activator of the item. It would only work if the person who activated the potion then poured it down someone else's throat...
The spell is cast when the item is created (and by that, WP was spent on it), the spell effects then is bound for later use. This means that the creator of the magic trinket with Healing Hands, can't use it himself, since he is the one that cast it, but anyone else can. Bind Magic (PL1-2 version) just delays the effect of the spell for later use. There is more that can be said about this that could add another layer to this, but I skip that for now. Technically if we see it from a rule point of view, it is written this way to stop the spender of the WP to heal himself. I remember this was debated back in the days, during the beta-phase, but I don't remember why it ended up this way (I do remember it was changed though).
But sure, it is up to each GM to interpret this how he wants.
New Question:
If you create a 'one use per day' item with Bind Magic, do you have the option to decline any Overcharge from the dice roll? Since the cost to activate such an item is based on its Power Level, a 'good' roll might result in an item that is more costly to activate than intended...
Magic is wild in this game and is a bit uncontrollable. Overcharge and mishap is what make magic wild. The solution is to use safe casting.