I don't know what rules you are using, but one thing to keep in mind is that the main advantage to the DM of a party with strong healing magic is you can increase the tempo of play because one combat doesn't leave 1 or more party members too wounded to risk further adventures. Without healing magic, you can adventure just fine, it just means that encounters must generally either be less dangerous or spread further out in space and time.
You can generally replace a cleric completely with any two other classes that also have access to healing magic - Paladins, Druids, Shamans, etc. There are a ton of these in 3.X - more than the system needs really. I personally like the Green Ronin Shaman and the Green Ronin Holy Warrior classes better than Druids/Paladins respectively in terms of game balance, though - as with everything - I've modified them to suit my taste and YMMV depending on the power level assumed by your campaign. Mine tends to be on the low side, and balances things accordingly.
At sufficiently high level, a Wizard/Sorcerer can do healing by being creative in what they summon.
Stock 3.X is also pretty darn broken in that it allows Wands of Cure Light Wounds, easily usable by any divine caster with Cure Light Wounds on its spell list (practically all of them) or by any class with sufficient UMT. A few wands more than adequately replace almost all of your between encounter healing needs... arguably too well. I don't allow divine wands in my game simply because wands of 'Cure' spells are simply too cost efficient - they do just about everything a Ring of Regeneration does (and extremely powerful item) for a fraction of the cost, however most groups seem happy with them. There are probably even more broken items in 3.5, but I tended to ignore 3.5 for the most part.
And that might be a good time to mention that it's quite easy in Stock 3.X to create characters that are so powerful they don't need healers, because they pretty much can't be hurt or are so rarely hurt that natural healing does the job. So, simply ramping up your optimization may render the problem pointless, though really, breaking your game in order to get rid of an NPC is probably a bad trade.
If you want a low magic game but still want access to healing, you might consider altering the Heal skill to allow actual healing. One of the things Heal does in my game is 'First Aid', which lets you spend 10 minutes binding up wounds, doing a bit of stitching, applying salves, etc. and heals 1d4-1 hit points. The only restriction is a person can't receive First Aid unless he has been injured since the last time he received First Aid, and First Aid cannot heal more damage than a person has received since the last time he received First Aid. There are also Feats like 'Master Physician' and 'Combat Medic' that improve on First Aid in minor ways (as well as other improvements to the Heal Skill). If your interested in a game with few or no spell-casters, this would be the way to go.