I would just change turn resistance to a modifier to the saving throw, in that case.
Turning definitely has its problems. It's mostly useless against undead that would be any sort of actual threat to the party, because of how the turning chart works and how HD scale with CR. And it's useless vs non-undead, giving the cleric a 3+/day ability that only comes into play on particular adventures, which leads to power creeps like the divine feats. Plus, the mechanic itself is a pain in the ass.
Given that good priests can spontaneously cast cure spells (that hurt undead) and evil clerics can spontaneously heal undead with inflict spells, perhaps the class ability should just be removed. Or at least tied in with the cleric's spell resources, somehow.
Turning definitely has its problems. It's mostly useless against undead that would be any sort of actual threat to the party, because of how the turning chart works and how HD scale with CR. And it's useless vs non-undead, giving the cleric a 3+/day ability that only comes into play on particular adventures, which leads to power creeps like the divine feats. Plus, the mechanic itself is a pain in the ass.
Given that good priests can spontaneously cast cure spells (that hurt undead) and evil clerics can spontaneously heal undead with inflict spells, perhaps the class ability should just be removed. Or at least tied in with the cleric's spell resources, somehow.