I two-boxed a Dirge/Templar to 60/58. It works fairly well, at the outset, Templar healing was better than other classes...that has since been fixed. Howevr, scouts as tanks (an oxymoron to some degree) are avoidance (as opposed to Guardians/pallies as mitigation) tanks and templar reactives rely on you getting hit to heal, so as a scout you get hit less often but harder. This makes a heal-over time (druid) or a ward (shammy) type healer possibly better, if that makes sense?
I have a 28 ranger/28 mystic(shammy) combo and a late teens bard(troubador to be)/druid (fury to be) combos I am working on.
Here is the deal, the ranger has higher dps, but a bad swing or 2 gets him in trouble...the bards, with there buff/debuffs are a little more even in the damage they take and deal...making them more predictable, but it does take longer. Trade that off with a more likely bail-out or wipe with the ranger/shammy.
Just a note, shammies seem to grap a little more aggro than templars....on the flip side they have a little better ability to deal with that (mez/fear).
With either shammy or templar...a ping pong approach works...pull with a debuff by the healer, and re-aquire aggro with high damage CA's from the scout. Works particularly well on single mobs.
At lower levels scouts have a bit of trouble maintaining aggro on large groups. That is remedied with their Targetted Area of Effect damage spells at later levels.
I could go on but if you have read this far, you've been punished enough.