So, I've got a couple of suggestions to level the playing field a bit to make lower skill levels feel useful:
- Scale the cooldown with the effect duration. This is probably the biggest problem - If any reflection therapy, regardless of its potency incurs a 7h cooldown, players are extremely disincentivized to get any less than the maximum duration possible, i.e. the capped physickers. If it instead scaled with the effect duration (something like 10-20% longer? Keep some gap between effects), they wouldn't feel like it was a "waste" to visit a less skilled therapist; they'd just have to do so more frequently.
- Make therapy feel like work. Right now it's instant and doesn't incur any appreciable RT (edit: 30s. peanuts for ~7h). Instead, make it one of those "You will continue doing whatever until you 'stop'." sorts of tasks for both the therapist and the recipient. Each step would increase the effect duration in the recipient the same amount, regardless of skill level. More skilled therapists would simply be able to do so for longer sessions. This way, the cost of getting/giving therapy actually scales with the effect produced, and there may even be a point after which longer sessions are more trouble than they're worth.