Hmm... thinking through the games I can recall playing...
Drakar och Demoner: Swedish BRP-derivate. It differs a bit from edition to edition here. The first version I played was v2, in which there was no such thing as "divine magic." There was just magic, and every spell was a separate skill. Then an expansion called Expert came around, which added the concept of magic schools - each spell was still a separate skill, but you also needed a certain level of skill in the associated school to learn a spell (e.g. in order to learn Animate Dead, you needed a 12 in Necromancy) - this created distinction between various types of magic, but no arcane/divine division. Version 3 was basically the same as 2, and versions 4 and 5 were pretty much the same as v2/3 + Expert, ruleswise. As for weapon/armor restrictions, they've been around in various strengths over the years: in v2/3/Expert, wizards were limited in how high they could get in any skill based on Dex (like weapon skills), and couldn't cast spells if touching iron. In v4, the skill limit disappeared, but the iron limit remained. In v5, the iron limit disappeared too. Then, in version 6, DoD became a bit more class-based, with both a "wizard" and a "priest" class, both using magic but in very different ways. It also had weapon/armor restrictions for classes, and I'm pretty sure the wizard class is more heavily restricted than the priest class. Both classes have subclasses that increase your martial abilities at the expense of magic ("swordmage" and "holy warrior"). There's a revised edition of DoD 6 out, but I haven't checked that one out.
Rolemaster: In Rolemaster, there are three kinds of magic, Essence (basically arcane), Channeling (basically divine), and Mentalism (neither). Each of the types of magic has several classes dedicated to its use, both "pure" spellcasters and "semi" (mixing magic with fighting, like the ranger or paladin in D&D), as well as "hybrid" casters (mixing two types of magic). There's also Arcane magic, which is a mix of all three types, which is powerful but dangerous. There are no hard and fast limits on weapons and armor, but there are penalties. First, the pure spellcaster professions tend to stink at increasing weapon skills (a fighter can increase weapon skills in his best group two ranks for 4 skill points, and most of the others cost something like 2 points for one rank or 7 for two - a pure spellcaster usually has a cost of 9 points for one rank in their best group and 20 per rank in any other). Second, wearing armor and carrying stuff gives penalties to spellcasting - Essence gets penalties for any matter over a small base allowance and heavy penalties for armor, Channeling gets penalties for non-organic matter, and Mentalism only gets penalties for helms.
Earthdawn: Well, every PC is a magic-user of some sort, but mostly in the form of using magic to supercharge skills. There are four types of spellcasters however: Elementalists, Illusionists, Nethermancers, and Wizards. Neither one has any particularly religious bent. The setting has something called Questors, which is kind of like a priest, except it's more of an add-on to whatever class you already have. There are no limitations on spellcasters using weapons or armor, but I think they're sort of discouraged by not having the Melee/Missile weapons talent for the most part (though they could pick up mundane weapon skills).
Arcana Unearthed: A d20 variant that isn't D&D. There's no distinction between arcane and divine magic, however there is a distinction between Simple, Complex and Exotic spells. All spell-casting classes (Mageblade, Runethane, Magister, Witch, Greenbond) have access to all Simple spells. Magisters also have access to all Complex spells, Witches eventually gain access to all Complex spells of a certain type (e.g. a sea witch gains access to all Water spells), and a Greenbond gets all Complex and Exotic spells that deal with plants or positive energy. You can use feats to get access to spells you normally wouldn't have - one feat either improves your access to a type of spells by one level (simple->complex->exotic), gives you all complex spells at one spell level, or a single exotic spell. As for weapons and armor, I think Greenbonds and Mageblades can use their spells pretty well in armor, while Runethanes, Magisters and Witches have to deal with Arcane Spell Failure.
TORG: Uses two completely different systems for magic and miracles. Magic is just a matter of the spell-caster having the right skills and knowing the spell, while miracles require faith (and it helps having many faithful helping).
Ars Magica: Has a very comprehensive and powerful magic system, and a teeny tiny bit of rules for miracles. No direct problem for either to wear armor, but wizards generally don't want to because it tires them, and that makes it harder to cast spells (plus it leaves less fatigue levels to use to power spells).
Exalted: Mortal thaumaturges can get some minor arcane-type magical abilities, or they can plead with and/or bind minor gods, demons or elementals to do their bidding (which can be considered a type of divine magic). There are rules for praying to a god and see if there's any response. However, Exalted (the kind of people you're assumed to be playing) don't need to bother with such trivialities, and can instead use Charms (skill-enhancing magic that can be quite impressive, like calming a rioting mob with a word) or even Sorcery (really powerful magic that can devastate small armies, or at higher levels, raze cities).