Other than that I also do not see where another player needs to be of the same religion of the Divine caster. If that is something a DM enforces expect everyone in the group converting as a whole to the divine caster religion.
It could mostly make sense if the setting had properly constructed religious institutions, but it makes zero sense in the specialist henotheistic setup most D&D worlds have.
Why would a blacksmith who worships the god of smiths or a soldier who worships the god of battle be expected to convert to thd worship of the god of Sun and Agriculture just to get healing? Because default D&D treats each of those as separate religions despite each playing a vital role in maintaining civilization.
Some settings have tried to weld the disparate faiths into larger pantheons (FR had the Triad, for example: Tyr, Torm, and Ilmater). I have no idea why everyone thinks benign fantasy deities can't get along any better than the old Egyptian, Norse, or Greek pantheons.
You know what would be interesting? Expand how raise dead and resurrection work in play. Here's my proposal:
Raising the dead is an arduous process, even under the best of conditions. The first step, of course, is to be able to cast the spell. Once the spell is cast, the caster goes on a 'spirit quest', similar to an astral journey or projection. He may bring along additional persons equal to his spellcasting bonus. This projection goes to only one place: the Halls of the Dead.
The Halls of the Dead are presided over by Anubis, the Guardian of the Dead. He is terrifyingly ruthless against those who would abscond or steal souls, but those who seek to legitimately restore a friend or lover to life may plead their case before him. The caster must argue the case before Anubis, using Knowledge (Religion). The presence of friends and companions can play a role: treat this as a standard DC 10 Assist Other check, using Diplomacy or Knowledge (Religion). Other options to improve a party's chances include testifying that they have slain particularly foul undead or soul-stealing creatures (no, you can't deceive Anubis on his turf. Don't even try), or alternately offering to take up a quest or task in exchange for the return of their comrade.
The DC for the check should be high but not insurmountable; Anubis is not unreasonable, and is more than happy to offer tough but fair deals to adventuring parties. Note that any such encounter with Anubis is very much at his sufferance; if the party becomes obnoxious, Anubis can immediately banish them back to the Prime Material Plane (with no saving throw) and their chances of resurrecting their comrade get MUCH slimmer.
Meanwhile, while the spell is cast, the caster and any companions with him are in a semi-comatose state. They cannot make any actions (effectively helpless) and worse, they will not sense any injury. Wise parties will arrange to only cast this spell in secure environments, preferably with guards.
A successful dispel magic, disjunction, or anti-magic field will immediately end the spell, yanking everyone back into their body. Because of this abrupt return, all participants are stunned for 1d6 rounds. This does not occur if the spell ends normally (successfully or not), or if Anubis banishes the caster and his companions from the Halls.