Here's a map with an example of Orb of Fire stacking. It's not the prettiest solution in the world but it gets the job done. I tested it and it appears to be bug free but you never know.
How it works:
I use a Unit Indexer and a Damage Detection System to detect when a unit with an Orb of Fire item deals damage. Note that the Orb of Fire item doesn't have the Healing Reduction ability, instead, I create a Dummy unit that has the appropriate Healing Reduction ability. I then order the Dummy to attack the Damaged Unit one time before being removed.
The Dummy will have 1 of 3 Healing Reduction abilities:
1. Applies a 25% healing reduction
2. Applies a 50% healing reduction
3. Applies a 75% healing reduction (stacking 1+2)
I add one of these 3 abilities to the Dummy based on the circumstances. Basically, if the enemy has been hit by both the 25% and 50% reduction, I replace them with the 75% effect. Otherwise, I apply either 25% or 50%. Note that the strongest healing reduction effect will always take precedence over the others.
I then add the Damaged Unit to a Unit Group and use a Periodic Timer to calculate the Duration of the Healing Reduction effects, removing/applying the proper Healing Reduction based on which effect has expired and which ones are still active.
This appears to work great.
Notes:
I gave the Dummy an ability based on Critical Strike with "Never Miss" enabled so the Dummy can't miss it's attack. I also gave the Dummy ~100k Attack Range using Upgrades which seems to be the limit. The only issue I can think of is if somehow the Dummy doesn't get it's attack off.