I took a short break, getting back to mapping now so I can test some stuff out. Also, if it will help anyone, I have 4 objects with a Strength value of 7500 and 2 objects with a Strength value of 15000.
Edit 1: Right off the bat, I notices this "OnTakeDamage" output... maybe some sort of brush based healthbar could be made off of this? Will certainly work on it.
Edit 2: Nevermind that, it won't work because it doesn't read how much damage the func_breakable takes, just whether or not it has taken damage.
Edit 3: I found a workaround that, while not solving the problem of how to create a health bar, does roundabout the same sort of thing I wanted the health bars to do. Essentially, I needed the health bars to indicate that you should be shooting some object and as a way to display how much health that particular object has. Rather than using a health bar to indicate that you should be shooting this object, I am using trigger_multiple fields that activate game_text entities. Sadly, this doesn't accomplish the goal of displaying the object's health, but if a sign tells you "Shoot this a lot to make things happen", hopefully people will be bright enough to do just that. It would be nice to see some way to make a health bar work, but at the very least a big part of what I needed was accomplished.