He's up for hiring Dogwood; easier to teach one person what he likes than two. (He'd be interested in meeting them for lunch sometime; it's a little strange to be working like this with someone he's never met.)
Cure spells, his standard healing, are best at wounds, including ones that would heal badly for some reason if left alone; Healthful Rest speeds natural wound healing instead but can be cast on more people at once, up to fifteen, and is cheap for the overall amount of healing it offers. Remove Disease cures diseases of the sort that can be passed between one person and another, including parasites, and a handful of other things, including cancer - it should handle all of them, if they don't have magical diseases here. Likewise, Neutralize Poison cures any poison, Remove Blindness or Deafness cures those things from any cause (and can regrow eyes or ears if necessary), Remove Addiction heals any addiction (but doesn't stop the person from developing a new one to the same substance). Cure spells don't leave lingering pain but in cases where someone has healed naturally and has some, Ease Pain will fix it. Restoration heals the sort of injury or condition that makes someone weaker, clumsier, frailer, or mentally duller in a variety of ways, and there's a version of it that can heal up to fifteen people with the same class of damage at once (weakness of any sort, frailty of any sort, and so on); Panacea heals lots of other conditions, like exhaustion, nausea, and paralysis.
Getting into the most expensive spells, Heal covers the same things as Restoration, but all types of damage at once where Restoration only does one, plus most of what Panacea does, and insanity, and also cures some fairly serious wounds at the same time. Regenerate regrows limbs. Fortunate Fate protects the person it's cast on from dying of wounds, disease, or poison once within its two and a half hour duration (doubleable, for a price), as if Heal had been cast on them at the moment of death; this might be useful if someone needs a particularly risky surgery. And Renewal Pact similarly delivers a spell when needed, in this case a Panacea, with no duration limitation.
He's defining "urgent cases" as those that will cause death, unhealable injury, or similar irreversible harm within three months, or progress from needing a minor spell to needing one two or more tiers higher within that time; he expects there to be more clerics available to take over by then. People who don't meet that criteria can still join the miscellaneous queue.
That was a lot of typing. Now it is well and truly bedtime. Good night, blog.