Looking at the LL spell list there's a big gap in healing vs. damage-dealing ability. Currently the schema goes:
1. CLW (1d6+1)
4. CMW (2d6+2)
5. CCW (3d8+3)
6. Heal (all but 1-4 hp)
Now, for all it plays into the "avoid fights; find money" ethos of Labyrinth Lord I do wonder if this spread of spells doesn't make the cleric's life a little more difficult than it should be. I mean, by 6-7th level the poor guy will be loaded up on CLW in 1st level slots, to the probable exclusion of all else (any no double-dipping house rule aside, of course).
I'd suggest just swapping Cure Disease into the 4th level list (look, there it is with its good buddy Neutralise Poison!), and reducing CMW to a 3rd level spell. It looks a little more elegant on the tables, and means the cleric isn't just spamming CLW up into the mid-levels of the game.
Thoughts? Objections? Reasons why I am a fool who will bring it all crashing down around us?