Spells for peasants

The Creo magic providing the Recovery bonus is not affecting the Wound, it is affecting the Recovery bonus.

Separately, if you want your damaged object to "heal" without vis, the way to do that is to give it the same way every other thing heals without vis -- you give it a Recovery roll. I think Transforming Mythic Europe suggests doing that for the sea-wall of the Isle of the Magicians idea, using a Corpus requisite I think (as I recall there was mention of the stone wall scabbing over or somesuch). The Duration of the Muto effect would obviously need to be long enough for the Interval required for the degree of damage.

And you'll probably need to figure out what would increase the healing object's Recovery bonus because anyone going to all that trouble is going to want to maximize the success chance of it healing.

So, if you want your peasant-loving wizard to help out come up with some Muto "healing" spells with a decent duration. Circle/Ring would be good here, since the item can just be left in the circle until it's healed up and -- unlike with a human patient -- you don't have to wonder how they go to the bathroom or get fed without breaking the circle.

Okay, I'm going to make this a trifecta because thinking about Muto made me realize that not only is Eyes of the Cat something that would be quite useful for any peasant to have the use of... that same Guideline allows for giving any "minor ability." I generally look at the list of Qualities for animals for ideas on those, and there are quite a few of those that would be useful: +3 to specific things like running, swimming, climbing, hiding; making someone Amphibious or Aquatic, giving them the Smell Water or Survive Without Water quality, Tough Hide to boost Protection without armor.

Best of all, once you know one inventing more gets the Similar Spell bonus. (Okay, it's only a +1, but it amuses me.)

Might want to stay away from things like Swallow Whole, though.

The 'regenerate lost limb' ability of a gecko would be a nice animal-ability to have.

And a Muto 'Turn this broken vase into a living plant that gets a Recovery roll to fix itself' can be just diameter duration -- make sure to cast the 'Grow or mature quickly' Creo spell within the two minutes.

Magi of Hermes has a guideline for Creo Terram 15 repair a crafted item, returning it to an "as new" state and its used as a constant enchantment, and by analogy of similar effects (healing wounds directly) would require vis as a momentary ritual to be permanent. Had a mage with a broken sword that he would cast a Diameter version of the spell to restore it to its full glory, people usually don't disarm you of a grip of a completely wrecked sword when entering their property.

Different Arts do different things, and it turns out Muto has one weird trick where you can squidge things back together like clay, which is probably a pretty subpar bodge job without a Craft roll, compared to Creo's perfect restoration that would require vis but no roll.

As a house rule your idea definitely makes the Creo guy better at fixing things.

For repairing you don't have to "heal". Just Muto it into some other form that is easier to shape for a short duration. Broken glass? Throw it into a wooden form, Muto it to water momentarily. Sheet of glass again. Damaged wood or stone? Muto it to clay (or clay like constancy) Diameter, reshape.

The key is that they don't even take much skill to get a functional result, though an exceptional one does. It might not be the prettiest glass sheet, but you are getting a glass sheet. Not the prettiest patch job, but it is one solid piece.

Also for the vermin wards, you don't have to have them against every animal. Per published examples, you can do it targeting just "vermin" and/or based on size.
Securing the Harvest (MoH, p.75), Vermin Ward (TtA, p.93), etc. No requisite for "vermin", but Int requisite required if you want specific size range.