You could always give WHM the Reviviscence TP move, tied to a weapon or something that's demanding. (It's the one that Ferreous Coffin uses in Campaign Battle that unweakens a player.) That, or make Arise II tied to a JA and Penury not applicable. (Remember Penury cuts the casting MP of white magic by 50%.)
WHM dying and removing Reraise is so detrimental that I would think really hard before using it, especially when the penalty to WHM would be far higher. There's a reason why Reraise (I/II/III) had their level obtained from 33/60/75 lowered to the same level as Raise (I/II/III).I never thought that you could use sacrifice in such a manner... if you were poisoned, and sacrificed to pull the poison away from someone else, I figured it would fail because you were already poisoned. (I looked it up on wiki now that you said it... you can :S. WTF... that's not much of a sacrifice then). If the WHM was weakened and tried to pull away another person's weakness, I'd be all for that WHM dying (and removing reraise). In fact, I'd be OK with it being guaranteed to pull away weakness, but have a chance of dying right afterwards.
I think Doom shouldn't be included, as Doom already covered under Cursna. I don't know about amnesia, however.I didn't think that removing doom had anything to do with skill level, just luck. I've used cursna on whm with little skill (I know... BAD WHM!), and my wife used it on hers with capped skill, and we both had about the same success rate.And I always thought that cursna just removed curse if you were cursed, no questions asked, unless it was a different curse (like the difference between silence and mute).(I misread you... I thought you said cursna OR doom, however, I struck it out because I like it as a stepping point for this next spell idea). On a similar note, we need a doomna, or a "insert -na spell here" II that removes the higher tiers. Maybe an Erase II that can erase doom or amnesia.