I duno, I kinda like clawbot on clawbot action, I had to deal with it on my first assassination mission. You quickly learn to wistle/attract one at a time to prevent that sort of thing. EMP bots and floor switch plates also help, terminals like berserk, sets of explosive runes and turrets stacks (to burn though their extreme health quickly), as do the electric floors + other bots (causing the clawbots to heal other hurt targets allowing you to focus down a claw), and some turrets for decoy purposes.
yeah its possible to run into a situation you cant win, but there are methods in place to deal with it, right down to controlling your agro to pull them apart before they all get jointly alerted.
Maybe just make clawbots unable to heal the same thing multiple times in a row, or doing so becomes less and less effective until the target has had several turns without being healed.
I would second Frosty's suggestion, i have gotten into some 'can't get out of it' situations, and they can be frustrating, but perhaps there are several ways this could be looked at?
In addition here are some other suggestions that might help...
1. Perhaps Clawbots can only spawn in a twenty square area where there are no other clawbots? (to limit how close they are to each other) or to limit the number of Clawbots in a level?
2. Perhaps increase the base cover and explosive runes (as was mentioned by Frosty) to compensate for some of the power the Clawbots carry. Or
3. Limit the sensor range of Clawbots where they take longer to see player exo and activate after that? Or
4. Limit the time a Clawbot is 'active'? Say 30 seconds at a time, if no 'contact' (player exo in line of sight) then the Clawbot shuts down again?
Just some ideas, but it may be nice to have other options, other than just heal or not heal?
-Teal