My experience with the starter kit says no
None of the other magic user classes seem to have viable in-combat healing spells or abilities and that is where it is most important to have healing.
Potions of healing only heal 2d4+2 HP, take an action to drink, and cost 50GP each. This is assuming that in your adventure/setting you able to buy as many as you will need. If you are merely relying on potions found as loot to sustain the party then you will face a high probability of a party wipe during an encounter.
Even if the other magic users could cast cure wounds or the like, it would still be risky because they have much lower AC whereas a cleric or paladin spending their action to heal is less likely to take a hit resulting in a net HP gain vs. the monster HP over the course of the fight.