As an addendum, Radiant Servant Positive Aura Burst (gained at Cleric lvl 6) will also remove Ability Damage & Negative Levels.
Secondly, Neutralise Poison comes in Both Wand & Potion form too, saving further SP.
Thirdly, Divine Cleansing 2 removes Blindness, Poison, Curses and Diseases if you can fit it into your enhancements, although it uses Turns to power and thus competes with Radiant Servant/Divine Might/Divine Vitality for your turn allocations.
EDIT: These are just some suggestions for saving SP. In relation to the Main Thread, here's my personal list of 'don't leave home without':
Divine Favour - +3 To Hit/Damage Luck bonus. Same as having 6 more pts of Strength.
Divine Power - Want to Melee? Absolutely essential to improve To Hit chance.
Greater Command - Area of Effect CC Spell. Awesome if you have a high enough DC.
Cometfall - Used as a CC spell versus Casters - Trip is based on either a Str or Dex check vs. Trip, which casters suck at.
Blade Barrier - Eternally useful mass damage over time spell. With Maxmise does decent damage even against things that save. Ace with High DC.
Harm - Useful single target DPS spell. Currently can hit for around 200 damage. Secondary role is as healing spell for Pale Master Wizards, which I seem to group with more and more.
Heal - Top single target healing spell available to a cleric. Removes some status effects to boot. Useful single target DPS spell vs. Undead, although lessened with the availability of Radiant Servant Aura Burst.
These are my top 7 favourite Cleric spells at the moment.