DivisionByZero.620: heal serious wounds: heals (d6 + 1) x level up to level 10
heal critical wounds: heals (d6 + 1) x level up to level 15
Assuming a spell progression like the Cleric and Wizard, and that the spells are the levels the 3.x Cleric gets them:
At levels 7 through 10, why bother with "heal critical wounds" when "heal serious wounds" heals the same amount?
Going back to the flavor issues of arcane versus divine and attack versus healing, I find it interesting the way Dragon Wars did it:
Low Magic is learned before any other magic (well, except one event that gives you Druid Magic early). The spells are weak, but I note that there is a healing spell, so every caster will likely get healing magic early.
High Magic is like arcane magic, with decent offensive and healing options.
Sun Magic is like divine magic flavorwise; however, it gets the strongest attack spells in the game (Inferno comes to mind). Unlike in a setting I would make, it *does* have some healing, including the most powerful single target heal in the game (whose scroll doesn't seem to exist, so you can't actually learn it).
Druid Magic comes from nature, and while its attack spells are weaker (but obtainable early), it gets the best multi-target heal in the game, and gets it early and in unlimited quantites (of the scroll that teaches it). Oddly, it has the worst (from a cost perspective) single target heal. (There's also the fact that this school of magic has 2 mandatory spells, but that's another story.)
Miscellaneous Magic is usable by every spellcaster, and might be the analogue to epic spells as implemented in NWN1 and 2, except that all you need to learn them is the scroll.