I'm a jerk DM. I run a dangerous, freeform sandbox campaign with the potential for all sorts of injurious events, and I've explicitly disallowed Clerics as a PC option for reasons of genre emulation (despite the Bene Gesserit, Severian, etc.).
I created the Sage and Mind Wizard classes as a genre-appropriate replacement, but althoughs they have access to the cleric's suite of poison and disease cures and the like, they do not have access to cure light wounds and the other hit point refilling spells. Undead aren't that common in my game, so the loss of Turn Undead hasn't really affected things.
I'm not a total jerk, so I instituted the common First Aid houserule (apply first aid immediately after a battle/injury to restore 1d4 hp), as well as a generous hit point recovery rate of 1d3 points per day (I'm quite fond of random healing rates...it certainly emulates the uncertain nature of recovering from injuries in adventure fiction, "After several days Wilson hadn't regained consciousness so we had the bearers build a litter so that they could carry him as we continued our journey," "..despite his grievous injuries Rok-Mhor was his usual lusty self after a few days rest...")
The end result is that while on an expedition the party often has to shack up in a defensible campsite for several days so injured party members can get back on their feet, in both the literal and figurative meaning, often having of fend of random encounters in the process.
A band of treasure hunters, holed up in a swarming jungle, fending off hostile natives and voracious wildlife, hoping desperately that the injured members of their party recover before they run out of supplies or are overwhelmed so that they can escape this green hell...
The no clerics rule has been working out pretty well as far as I'm concerned!
ALSO: I've been having problems with both my computer and my mobile device, and consequently have been neglecting keeping up with my emails and the comments, please bear with me as I get caught up :)