Injured soldiers that are sent into battle start with a current health value 2 points above their maximum health for the battle, showing e.g. '60/58' health. This isn't that problematic in itself (is this a way of making injured soldiers become more injured automatically if they participate in combat? That would make some sense), but has an unfortunate interaction with the medkit.
Medkits use TUs (and ammo) relative to how much health the target is missing. However, when this is negative, the medkit uses negative TUs and expends negative ammo - i.e. the soldier gains TUs and the medkit has some ammo restored. (Soldiers can go over their maximum TUs by this method, though medkits cannot go over their maximum ammo.)
A save file is attached to help quickly verify this bug - on loading, Col. Kevin Leach should already be selected, holding an advanced medkit; have him use the medkit on himself to regain 2 TUs and medkit ammo per use (interestingly causing a damage animation and sound as well). His above-maximum health value was just the result of having him participate in the mission while injured.
(Incidentally, just because I've only joined the forums to report some bugs, that doesn't mean I'm not really enjoying the game. I'm pretty bad at it still, but really enjoying how the invasion is progressing across my first playthrough. Cheers!)
healing tus.sav
healing tus.sav