There was very little information on what was considered acceptable interpretation of how one should role play magic previously. The most recent dark way books illustrate how one might interpret this. They show that there is more to magic that just point, click, black cloud, hit point reduction.
For each magic way in question, there's bits and pieces of information scattered around that you can read and work with. For example, the player guide on planeshift.it has some information about the ways, quests reveal more information. The spell descriptions that you see when you learn a new spell are another source, and so too is that output that you see on the screen with you cast. If you put all of this information together, you get a feeling for what magic for a given way is supposed to be like.
This takes a lot of work to do. I've spent lots of time thinking about these things and discussing them with other well grounded players before attempting some of my magic based role plays. To be honest, I felt like I was going out on a limb by doing ritual magic and delving into the supernatural and feared that I would get hit with a ton of criticism for it, but for me the role play needed this kind of creativity and flavor added to it - right or wrong.
I agree with what you are doing with regard to the healing rp. It's a terrific way to explore and experiment with this and to stretch one another's creative muscles. I remember reading an RP log by someone else once in which the players tried to cure someone via trepannation or a crude transfusion that was just medically unsound, but I found the read rather entertaining.
I think there is lots and LOTS of room for more story telling and magic rp using the rest of the ways if you just get past the bit about not wanting to be criticised and try to do things that you think would fit into the way in question. It takes a lot of work, but I think its worth it.
As for the ways and glyphless magic, I see the ways and glyphs as filters and glyphless magic as something terribly dangerous and almost impossibly hard to control. Yes, the diaboli practiced raw magic in their home world, but I believe that knowledge was lost when they entered Yliakum, so saying "I'm diaboli, I don't need glyphs" does not really fly for me.
For those who wish to entertain glyphless magic, I would strongly suggest that you give compelling reasons for why your character can do this and you should strive to stay consistent with the messages that the game reveals about the dangers and unpredictability of raw magic. If you ignore this and make an over powered character who can just do this like its nothing, then people are going to see this as something that breaks immersion. You'll likely get ignored. In general, things that are exceptional and extraordinary require exceptional and extraordinary proof or justification in order to be believable.