Divine Healing, Vitality, Cleansing and Light can be very useful in the lower levels, especially the first two.
Later on however, their usability in comparison to the cost (APs and Charisma) fades away...
...they are still nice, but when looking through the cleric forums, it seems that most dont consider them that useful when looking at the higher levels.
I think that should change:
a) Build choices are always good. Will I be good at this or that? VS Lets drop the second option because its not really useful. This leads to more variety and more opportunities to roll up more characters of the same class.
b) Clerics can turn undeads, Favored souls cannot. Turing is about as useful as a moldy quarterstaff in the endgame, so clerics need something to offset that.
To give an proposed example:
Enhancement:Cleric Divine Vitality V
Cost: 5 Action Points
Requires All of: Cleric Divine Vitality IV
Available to Cleric class level 19,
Activate this ability to restore 13d4+15 spellpoints to another character. Consumes a use of your turn undead ability.
Requires a 20 base Charisma.