FrogReaver
The most respectful and polite poster ever
I think that you have to consider the massive effects that divination, stealth, etc can have on the combat before it even starts
For example, in a campaign we learned, via spying, that our rivals would stir up a nest of ghouls to harass the rail-line. We used a type of divination to find the nest quickly, went there, and destroyed the ghouls (... I hope, we are almost done with the fight, in theory...). With the use of spying, teleportation and divination, we pre-empted a move against our party and interests.
They can be very important and powerful, but I'm also afraid they can be really campaign dependent. So it's incredibly hard to weight their value so we can all agree on their general placement on the list.