Well, I know it would never gain traction in "core" D&D, but I'd love to see a variant rules module where the support abilities of the cleric and the spellcasting of the mage get rolled into a single "spellcaster" class.
I know the tendency is to think that such a class would be overpowered, but I suspect that if a wizard could only heal "out of combat," and had to save some of his magical energy for that, it MIGHT reign in his ability to dominate the game with his spells. In the end, its world role would probably end up a little bit like the Shugenja from 3e's Oriental Adventures.
I know it's a somewhat radical idea, but I'd honestly like to see it tested. Thoughts?
It's NOT radical at all. In fact this is another reason, exactly, that I am a fan of Fantasy Craft as this is exactly what they did and proved that it works just fine.
The "Mage" class is the only base spellcaster (though there are also specialty mages) and it incorporates all magic. There is no divine/arcane split. If you want to play a "cleric-type" healer? Fine. You can take the cleric, druid, shaman, etc. Specialty on top of the Mage class and you're all set. Maybe through in some appropriate "metamagic" feats.
To boot, its not broken. In fact its very balanced with all the other classes. How? Redefining spells and progression combined with a whole re-balancing of the system's math. Granted there are a few high level spells that could be considered iffy by some (those who just don't like spells of this magnitude), but they are classic fantasy spells and the problem with any "9th-level" type of power/spell.
Progression changes from starting at 1st level spells, you start with 0-level spells and gain a "vancian" spell-level every odd level after (so 1st-level spells at 3rd, 2nd-level spells at 5th etc.). However, 0-level spells are generally more useful and they are at-will spells (no cost to cast). For instance the 0-level attack spell has a 15' range, Spellcasting skill check to cast (DC 13), and does 1d6 damage (Ref 1/2) and you can do it as often as you like (1/round though as normal).
The 0-level heal basically is full-round cast, Spellcasting check (DC 13), heals 1 point (or deals 1 to undead [Will negates). In combat? Really not much of a help, but out of combat, if you have the downtime, you can heal pretty much everything, though in FC you can attain Wounds that can't be healed magically until the 1st-level healing spell. However, 1st-level spells and above cost you (in FC its a Spell Point / Vancian mix). Thus any big healing spells detract from combat or utility spells usage that day. Typical spell management.
What is also nice, is that you don't need a "dedicated" Healer/Leader type role in the party. A mage with just a few known healing spells can easily suffice.