Speaking as the parent of an adolescent (and as someone who experienced adolescence myself), I have to say that a 90-year period of adolescence sounds like a living hell.
Elves should have a long, carefree childhood (not toddlerhood) and a short adolescence. Dwarves should have a short childhood and a long and grueling adolescence. That’s why dwarves are gruff and dour.
In a fantasy world where all mortal humanoids have a shared mortal experience, and are interfertile (according to UA1) I believe every humanoid species should have the same timeline of maturity.
In my campaign, a cosmic event happened where the lifelines of all mortal humanoid species were reset to a new level. Every mortal humanoid reaches young adulthood at about 16, mature adulthood at about 24, and have the same maximum lifespans of 120 years. Many humanoids now live longer (even orcs, gobbos, and kobbos), but many popular core races like elves, dwarves, gnomes no longer live past 120. When this cosmic event occurred, mortals older than 120 just died. It was a big event, as it killed off the ancient near-immortal power structures that had controlled the world for hundreds and hundreds of years. On the plus side, the fertility rates were also reset, so races with fertility challenges, like elves and gnomes, now enjoy a vibrant population growth. That said, some elves are now pissed at the cosmos, because their elders ascended to the afterlife earlier than expected, or because their old experience of their species completely changed. There are some lackadaisical humanoids who haven't accomplished much by 110, and they only have 10 more years before they die. Existential dread, baby. What a motivation for conflict and growth.
The Reincarnation spell results in a new body that is the same age as the original, so it is not a workaround. Resurrection also cannot get around this limitation. A path to undeath (or another creature type like fey) will conserve the mentality of the person and they can persist past the 120 year limit, but they become that new creature type instead of a humanoid. There are other cosmic repercussions to such transformations, as only humanoid souls have certain greater destinies beyond death, as they are considered "special" to the cosmos.
To stay on topic, Clerics are very important to a society that is aware of the existence of the Outer Planes and real afterlives (the afterlife is not a mystery, rather a known next step in existence). Because of this, most goodly Clerics advise their mortal parishioners to live their lives to the fullest, so they are more enriched when they finally pass on to the afterlife. Clerics are essential to my campaign world's sanity, and should not be retired. I am glad they are in the rulebooks.
I like to give purpose to every class in the game in my worldbuilding.