IMO the game does not discriminate against any types of god. First off, the term CONFLICT in regards to this game purely means any contest resolved through rolling the dice. This includes DEFENDING as well as attacking, FLEEING as well as giving chase, and HIDING as well as seeking. It also includes contested attempts to influence others with words or actions.
On the Healing domain front, the curing of diseases by means of miracles creates a Destruction conflict - Miracle vs. Disease. The causing of diseases by means of miracles creates a Creation conflict (as odd as that sounds) - Disease vs. enemies. The latter may cause terror depending entirely on how virulent/horrifying in description the disease caused is, a sniffly nose epidemic is not going to gain terror. An Ebola outbreak is. A completely original disease that makes men's genitalia swell up and seep an oozing black puss most definitely will!
On a purely follower-based combative front, defensive actions do not have to be directly combative. Since you brought Buddhism into this, I'll direct your attention to the Shaolin of China and Tibet... Trained in martial arts, yet pacifists... If a fight comes to you you have the responsibility to defend yourself. You can win a conflict by simply preventing an enemy from defeating you. Your opponent decides which units you affect when you win, you decide if you killed them, subdued them, or just kept them from harming you.
On a more godly-based combative front, similar applies to a god's involvement when the god is pacifistic. Defending your people does not require you to engage in violence! You can erect walls (like the God of the Hunt did). You can deter your enemies with a plague of headaches. You can erect a field of stinging nettles between the town and the enemy forces. There are a thousand fold miracles that can be used to defend your followers without being violent combative conflict.
However, I agree that the game does limit non-recruitment officer gods. If she doesn't actively attempt to convert new followers, her options are extremely limited. She can honestly only gain new followers if another god relinquishes followers to her (for whatever reason a god might do so), by slow conversion (like gentling a horse or training a dog) of prisoners of war by non-miraculous means, or she can wait each year to gain her normal supply of maturing adults.
Fate - On the maturity rate/death rate front, I've been considering using the dice method I talked about before (all rates may be targeted by miracles), but I'm considering the following, based on what the region is like:
Uninhabitable: (1-1d8) The tribe has a maturity rate of 1, but a death rate of 1d8. An uninhabitable region prevents children from reaching maturity while also making life extremely difficult for people to survive. Death rates are higher than maturity rates by massive margins.
Harsh: (1d4-1d6) The tribe has a maturity rate of 1d4, but a death rate of 1d6. A harsh region is difficult to live in. Children sometimes die before reaching maturity and people have to live rugged and taxing lives that pass by much faster than normal. Death rates are higher than maturity rates, but not by much.
Ample: (1d6-1d4) The tribe has a maturity rate of 1d6, but a death rate of 1d4. An ample region is easy to live and work in. Children usually survive to maturity and adults live longer healthier lives. Death rates are lower than maturity rates, but not by much.
Lush: (1d8-1) The tribe has a maturity rate of 1d8, but a death rate of 1. A lush region allows children to reach maturity much more often while also making life much easier for adults to survive. Maturity rates are higher than death rates by massive margins.