The errata'd version of healer's lore only works if the target character has spent a surge.
It does not work for powers that act as if they'd spent a surge.
So your second bullet is the correct interpretation. This was the purpose of the errata. Let's dig into this.
The new feature reads:
lets a creature spend a healing surge to regain hitpoints
So what does "spend a healing surge" actually mean?
RC 258 has some details here:
Most healing requires a character to spend a healing surge. When a character spends a healing surge, he or she regains lost hit points and adds them to his or her current hit point total.
Once per encounter, a character can use the second wind action to spend a healing surge and regain hit points.
A character can spend a limited number of healing surges per day. When the character takes an extended rest, his or her number of healing surges is replenished.
After a short rest, the character can spend as many healing surges as desired outside combat.
Some powers allow a character to regain hit points as if he or she had spent a healing surge. When a character receives such healing, he or she doesn’t actually spend a healing surge. (emphasis mine)
So spending a surge is only when a surge is spent for healing.
The language of Healer's lore is explicit. It only triggers when a surge is spent, not when powers that function "as if a surge was spent".
Just to clarify that this is the intent, Greg from the Wizards team says it explicitly:
You don't gain the bonus to healing in powers that say "as if you had spent a healing surge."
One last note, since this is obviously not nearly as strong as it was pre-errata you might consider (if Dragon content is allowed in your game), the Battle Cleric's Lore option from Dragon 400, I haven't built a cleric with Healer's Lore in ages, as Battle Cleric's Lore addresses a gaping AC hole for Clerics. Or if you're building a solely PHB Cleric, you might argue for your DM to allow you to use the pre-Errata Healer's Lore as the PHB didn't have powers like Astral Seal that abuse it to great effect.
The Detect Magic spell states:
If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Identify the properties of a magic item using detect magic: DC 15 + Item's CL
So what, you might ask, is a "property?" Well, they don't define in a legalese way exactly what is included in a magic item's properties, except to note that it definitely gets you command words ("The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified..."). One simply has to assume from general English definition and logic that it gives you anything beyond that, including what the item even does.
I think it's best to interpret "properties" as "All of what it does, including charges, command words, and whatnot. Its full rules stat block." (Excepting, of course, other defined exceptions like artifacts and spells on a scroll.) Analyze dweomer specifically says it gets charges, but relying on a 6th level spell to get the charge level of a plain old wand is pretty lame IMO.
In earlier editions of D&D I was fine with not telling people charges and letting them find out when they ran out - it added a nice randomization factor - but in Pathfinder where the Christmas tree syndrome tends to dictate that it's players' God Given Right to liquidate all treasure for a union-decreed cost to buy other gear, not knowing charges and thus value would be an impediment.
It will not break the game
From my own experience, when my party was level 3-4, we lacked a healer. Only my character had access to a healing spell, Healing Word, and nobody had potions at all. As a result, when we faced off against the BBEG, a party member died in the attempt.
The DM then gave us an item that would allow me to cast Cure Wounds at level 1, thrice a day, consuming no spell slots. It would regenerate the used charges at dawn. The result: one of our party still died on our next boss encounter. He died from failing 3 death saving throws.
The trouble with low level is, even with access to magical healing, you're all still a small sack of hitpoints running around, and you have to be smart about using your resources if the villain the DM throws at you is actually cunning. The long game of attrition we had to go through before we even saw the BBEG forced us to use all of the magical healing we had outside of spell slots.
This isn't to say you can grant players magical healing for free whenever. The item must not be the equivalent of a healing cantrip, or else it makes all hit die obsolete. A DM of mine would add "healing stops" in his dungeons when we played because he knew the sheer amount of attrition he gave us would make us need those, to have enough power left for the big boss battle. By "big", I mean these are dungeons that took around 3-4 sessions to complete, with a big XP reward at the end.
This is to say, if you see your party in sore need of extra healing, do not be afraid to throw some at them in a controlled manner. A Cure Wounds wand that goes off only X times a day is controlled and not game breaking.
They will outclass the item soon enough
Just as how a wand of Magic Missile isn't going to be relevant at the higher levels, a wand of Cure Wounds will not stay competitive with your players' other abilities at the higher levels as well. Specifically, if one of them picks up the Healer feat, or the natural spell slot progression means they can do better healing than the wands, or the players start picking more defensive features -- as what happened in my game -- you will find that the wand of Cure Wounds will not see as much use as it used to in the lower levels.