ZyroMane: Yeah, and heal—and, to a lesser extent, greater restoration, and mass heal—is broken in Neverwinter Nights, such that many mods nerf it hard. That, alone, isn't enough to make cleric not the strongest class. Of course, I was thinking healaga would have been useful for Chaos in PR. Heal staff/helms was not enough, especially on such low int characters.
To me, it feels like the problem with healing in D&D (and Wizardry, for that matter, if we exclude 4 and 8 as well as any Japanese spin-offs that have upped the power of healing magic considerably) is not so much heal being too strong (though I'd argue that maybe D&D shouldn't have something like mass heal, but having a powerful single-target heal is fine), but rather other healing (cure spells in particular) being too weak, making them not a viable combat strategy. Boost those spells so that they're strong enough to make an impact, and now the cleric no longer needs to be overpowered in other ways to make up for the fact that what one might see as the class's primary role is too weak. Make players want to heal, rather than trying to bribe them with other things.
(Worth noting that D&D heal is the equivalent of Final Fantasy 1's CUR4 (CUR4 even cures status aliments (including poison) when used during combat) or classic Wizardry's MADI. It's also interesting that both games inherited the same healing issues (though note that in FF1 this only applies to classic versions (PSX and earlier), as GBA boosted healing significantly).
I note that, at least in AD&D CRPGs, how powerful different classes are dependent on the game. In particular, they're really good in Dungeon Hack and Icewind Dale for a few reasons:
* In both games, scrolls are scarce, and arcane casters don't get to pick new spells at level up. (Gold Box games give you spell picks, as do Dark Sun games and Temple of Elemental Evil.) This heavily favors divine casters.
* Dungeon Hack implements a food mechanic, where if you don't eat enough, your food meter will empty, at which point you're starving and can't rest. Clerics get a couple spells (Create Food and Water, as well as Heres' Feast) which will fill the meter up fully when cast.
* Dungeon Hack also has a powerful Spiritual Hammer spell, which means that a Cleric doesn't need to rely on the random dungeon to provide a decent magical weapon.
* Also, in Dungeon Hack there are spells to counter many of the other dungeon hazards.
* Icewind Dale, on the other hand, is filled with undead. In fact, undead are so common that a solo cleric may be able to get through some dungeons much faster than other characters just because of being able to turn undead at a high level, which destroys weaker undead. (I note that undead are so common that Rangers can't just select "undead" ad a favored enemy; you have to choose between 3 categories of undead.)
(There's also the fact that, for philosophical (and what might count as religious) reasons, I don't think the association of religion (which the term "cleric" implies) with healing magic makes much sense.)
ZyroMane: I don't know if I'd play easy mode, but I'd definitely disable auto-re-target. Makes the game more fun.
Auto-targeting has one rather interesting effect on game balance. Specifically, it makes multi-target instant death attacks more useful, as you can't predict which enemies will die, and auto-targeting means your fighter-types won't waste their attacks on the enemy that happened to fail its saving throw against that effect.
Worth noting that FF1's instant death spells aren't that reliable, but in FF2 (and FC FF3), with the right setup they may actually become *too* powerful.
ZyroMane: Well, locks & traps aren't needed.
There are two main substitutes: Forcing doors (can get you through the Monastery) and Posseur's Cap, perhaps assisted with magic.