If you're planning to play on balance, don't bother with even 1 point on +HP increase; I would rather invest that in maxing sleep. Maxed sleep allows for a wider margin of error than level 3 sleep (in case you accidentally "walk" to your opponent, guild lag pause, etc. etc.).
For deadly magic blow, I suppose it's based on preference, but with Eir's multi-hit and low damage-per-hit attack skills, I wouldn't bother getting it at all. Use it on getting lvl 2 full moon bullet (its distance at lvl 2+ is 72 compared to lvl 1's 60; subtle but noticeable).
And as flinty already said, lvl 1 light shield is essential; it can mean the difference between life and death! You don't need a lot of light shield's reagents (aside from mandrakes) if you plan to only use it in VERY serious play.
I would encourage you to take off 2 points from maxed MP increase and put them into price of sacrifice to lvl 6. You'll always need the MP, no matter what, so with a higher MP source, you'll use price of sacrifice less often. Using PoS too much will endanger you A LOT, so make each PoS COUNT!
As for self-heal and sunlight of healing, ask yourself this: are you gonna be so much of a comboer that you'll always need 2 skill cancelers?!?! Pick only one of them *I suggest self-heal* if you don't see yourself as much of a combo person and you wanna invest 1 point in something else. The only skills that necessarily need heal cancels are holy spirit, moon barrier, and dodge (I doubt you'll be heal canceling dodge, because you'll be likely using it as a combo starter rather than a combo continuer, especially at lvl 8).