Well, I've played a cleric for a while now, and I wouldn't waste my slots on healing either. I've just noticed that 2 clerics / party make the adventuring that much easier, because of their protective magics, offensive magic/melee power and sheer hardness to kill. When played properly clerics are hands down the hardest class to kill. Someone has to finish the job, you know
Wands are the right way to go for healing, but one shouldn't underestimate the power of (3.0e) Heal at higher levels. Can reverse combat situations.
Basically, IMO, an efficient combat party is divided in two: frontline and secondline. The purpose of the frontline characters (which in our campaigns are fighters, barbarians or melee oriented clerics) is to beat down the enemy and keep it from reaching the second line. The purpose of the second line is to shoot down the enemy with arrows or spells. With a large party there is room there for a third group of characters: rogues and monks, that can add mobility to combat, dealing with trouble spots.
Combat isn't always that straightforward, but characters shouldn't be completely dependent on the group anyway.