I don't think any of these changes are really necessary. It only comes up when two conditions are met:
1) The cleric has all (or most) of the possible turn enhancing magic items and feats.
2) The campaign focuses around undead, or most of the combats involve undead.
If only the first condition is met, it's not a problem for the DM, it's a problem for the player. They have all these anti-undead magic items and feats that don't come up in most situations, effectively being useless feats/magic items most of the time. The phylactery of undead turning also takes up the valuable neck slot, so it's harder to get a Wisdom enhancement.
If only the second condition is met, it's not a problem either, as the cleric isn't "uber undead turning guy" and the combats precede pretty much as normal.