Healing Nonlethal Damage
You heal nonlethal damage at the rate of 1 hit point per hour per character level.
When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage.
Hilarious.
Healing Belt heals 2d8, 3d8, or 4d8 with 1, 2, 3 charges, and has 3 chargers per day, for 750gp. +2 to heal checks as well.
Average is 9, 13.5, and 18 pts healed.
Combo options are 9+9+9 = 27, 9+13.5 = 22.5, and 18 pts.
So that's ~28gp per point healed, ~33 gp per point healed, and ~42 gp per point healed.
Inquisitor bracelets are 42 hp for 1500gp ; 35.7 gp per point healed.
So you're slightly better off with the healing belt in terms of total HP per day, assuming you always use the 2d8 charge. In terms of HP per round and a desperately needed healing burst, your healing belt is still better (unless you can get an ally with a wasted action, like a monk, like you, to hit you, while you, the wizard, do something uber).
The Inquisitor bracers offer better versatility though; if at the end of the day, you need to kill undead fast, you've got an ability that as a swift action adds ~14 damage (will save negates, DC 13?) to undead...which is a pretty good boost at lower levels.