I'd think the removal of cure spells would change the game dramaticly, but not the setting much. Cure Insigficant Wounds is still pretty good on commoners after all.
Plant Growth and some of the Weather Control ones probably have alot of setting impact. Teleport and Raise Dead are handy spells for the adventuring/magic-using elite but normal people probably aren't much affected by them - especially teleport, since Raise might have some interesting religious implications beyond that of other hardcore divine spells. But plant and weather stuff will change how much food gets produced which will have a massive effect.