I'm currently GMing a Starfinder game for a group consisting of an Envoy, a Mechanic, two Soldiers, and an Operative. With the Operative acting as a jack-of-all-skills, I'm less worried about mystical story elements than I would be otherwise. My primary concern is dungeon and encounter balance, lacking magical healing in the group. The mechanic and one of the soldiers should be decent with the Medicine skill.
Assuming I'm not expecting them to spend all their money on healing serums... How well does technological/skill-based healing plus the Envoy's "Inspiring Boost" taken at second level measure up to magical healing in terms of healing through extended dungeons? Assume for example, that I'm running through published modules. Should I tone down/reduce encounters or maybe lower enemy HP? Will the scaling of restoration abilities change at higher levels?