If you're the party's main healer then Healing is definitely one to take. Protection and Good ones are also good to consider, especially if you're going to play up the defensive aspects of a cleric, too.
"All the miseries and evils which men suffer from vice, crime, ambition, injustice, oppression, slavery, and war, proceed from their despising or neglecting the precepts contained in the Bible." -- Noah Webster
My blog: Writing from Idaho