Lightning, at least to me, is fairly obvious. The Priest only gets 2 fire realm skills, Light (level 1, I gave him the free spellbook to train fire magic), and Lightning (level 14). That is a huge gap, leaving many levels to train his fire magic skill. However, since the only non-cheesy way to train it is to cast Light every 24 hours, it skills up slowly (my fire magic skill is only in the 20s). Giving him Lightning will allow him to cast it at PL1, finally giving him a fire attack spell to train with. The result will be underwhelming for the first few levels, as will most spells when you first get them. It's not a big deal, as I am facing a lot of low level spawns, the goal isn't high damage anymore, it's training the realms.
At this point, the chance of death is pretty low, so Resurrection is pointless. I believe the highest level enemies that can spawn on Arnika Road are level 10 Higardi Brigand. Due to my high level, I will be seeing a lot of them. They are annoyingly fast for their level, and almost always go first, which is why status debuffs are important, as well as high magic damage. Each caster should be able to chop 20-30% of an enemy's HPs off, so working in tandem is the way of the MDP, rather than quick kills. This will require a lot of SPs, hence the heavy training. Even my weakling Psionic and Mage are getting 2 swings and 2 attacks per round with slings, due to very high Speed, as I know that some physical damage is essential. As for the Monastery, at level 14, everything except neutral (at first) Flesheater Slimes is below my level, and I don't feel threatened anymore. I'm actually avoiding them, as they get many attacks, and can disease and drain party members. Fortunately, the yellow dots on the X-Ray map give them away, making them easy to avoid.
Similarly, the Alchemist gets very few divine realm skills. Heal Wounds (level 1) is good for the early game, so it can be trained early on when I'm weak enough to actually take damage. I don't get hit very often anymore, due to high level, high AC and buffs, so there are very few opportunities to train his divine realm skill (it's only in the teens). The other spell, Summon Elemental (level 11), I don't have much use for. I like to use my Bard and Gadgeteer as archers, once they've cast Bless and Energy Blast in the first round to train Music and Engineering slowly. An elemental will often get in the way, and if you hit it accidentally, they can turn hostile on you (and they are often low level when you do summon them, not very helpful). This would make Draining Cloud his only divine realm attack spell (just like the Priest, he has no use for Resurrection at this time). Perhaps I will pick Quicksand at the next level up, when it can be cast at PL2 safely (my playstyle with an MDP isn't quick kills).
Again, this comes down to lack of decent spells in a realm. The Psionic only had Paralyze as a water realm spell, which had to compete with the Mage's Freeze Flesh and Freeze All spells. Paralyze is only thrown range, while Slow has long range and works on the whole enemy group. If it doesn't work, who cares? The skill up only cares if you attempt to use the spell. It it works, it actually can be useful if a group of level 21 Savant Slashers are attempting to surround your party (it seems to reduce the distance an enemy moves when it closes with you, buying you more time, as well as reducing their chance to hit and defend). I only use it when I feel that his water realm skill is lagging behind. The Psionic is extremely lopsided with his decent spells in each realm, making the water and earth realm skills more annoying to level up (Cure Lesser Condition and Armormelt aren't terrible spells to have). There has to be a way to keep them near the realm skill of the others.