Please, if possible for your next game implement more spells for clerics. Here are my suggestions:
FlameStrike, PlaneShift as a attack spells (will save or sent to a plane of some element that kills that subject), Hold Person (either it wasn't in the game or I didn't take with with either of my clerics), Greater Command, Destruction, Implosion, Holy/Unholy Word, Storm of Vengeance, Blade Barrier, Animate Object (just summon appropriate lvl objects, also something you can implement in the next game as new kinds of opponents).
Repulsion, some Symbol spells as small area attack spells, Air Walk (make it work like Fly spell described below), Magic Westment and Greater Magic Weapon.
Also suggestions for the wizard:
Wall of Force, Black Tentacles, Fly (this would be done easily, just give the target a condition that gives it immunity to melee attacks unless the attacker has the fly condition as well; it would also allow them to move through all squares occupied without provoking AoO and with taking damage from braziers and such; If someone with a fly condition attacks anyone in melee that does not have the same condition they lose the condition until their next turn as it represents them flying down to the ground to engage in melee).
Then Force Cage, Reverse Gravity, Mage's Disjunction (make it dispel automatically on a larger radius but not destroy items), Gate (just summon the most bad $#!@ Demon or Angel if you implement those in the next game), Wail of Banshee (I will not ask for Time Stop as it is probably too complicated), Astral Projection (this spell would be too cool, just make it summon your double that you then control that is your complete duplicate and has all your spells at that moment while your character goes unconscious on the spot; if your duplicate dies you wake up with or without some penalty, I would give none as the spell in PnP has none and your body is in enough danger while the duplicate is active), then some of the Hut/Mansion spells for one shot resting in places where there are no campfires (you can still make this spell not work in areas you do not want to; implementing this spell will help you balance if you take my suggestion from the other thread and remove crafting from dungeons).
Shield spell would be cool but with no prebuffing probably not that useful, maybe if you implemented Persistened feat (not OGL I know, call it something else

Chain Lightning (probably was too difficult to implement).
Oh yea, please Arcane Eye (to be used outside of combat, once you summon it gains control and party stays where it is until duration runs out or you dismiss it; It is invisible and does not start combats, cannot open doors and such, can be used to clear fog of war and let the party see what is ahead; if it runs into opponents that see invisible the spell is dismissed immediately and control returns to the party).
Maybe some Hand Spells. Spell Turning?