I did some serious work on the divine section today, further defining things.
As it's shaping up at the moment, I'm really looking to remove druid as we know it and treat nature as just another deity. It removes the more broken aspects of Druid such as Animal Companion and Wildshape.
For those wishing to retain wildshape, I'm thinking it's more suited as an advanced subclass under wildmage, but of course, the final decision on this matter falls to Aaron.
As far as the different sub-schools of divine characters, the one thing they'll all have in common is spell progression. Different subtypes will have different BAB (either 1/2 or 2/3rds), Saves, and most importantly ways to spend "Turn/Rebuke Attempts" as we know them. Chaplains will spend this raw divine energy for righteous buttkicking, or bolstering the strength of allies, Exorcists will turn undead and outsiders, Friars are looking at more Divine Metamagic type stuff, Healers probably something like the spend an attempt, maximise all healing spells in the area for a round, Zealots will use their for doing what they do best, being divine barbarians.