I think outright CHARGING players for a raise/ressurection is a step down the right path, but the wrong direction.
I come from server environments that actively support needing more than a scroll/spell to raise someone, but adding currency into the equation adds what I like to call a "need to have" mentality. Players, from then on, will go out of their way to ALWAYS have few diamonds on them at a time, if not large amounts of gold to cover it. This adds an certain OOC aspect to it, as no one wants to be caught dead without anything to support raising them.
My suggestion to the dev: instead of making an arbitrary monetary cost to Clerics/players who raise/get raised, make an intrinsic cost to be raised. A penalty on when the spell is cast to the Cleric would keep clerics from spamming the spell over an over again, such as an immediate exhaustion state after the spell is cast. The raised person in question would then be subject to a sort of 'ressurection sickness' that impairs them for awhile after death. This encourages:
1) A roleplay reaction to being raised/raising people
2) Keep people from thinking twice about pushing themselves into a situation where they may be threatened with death. Being stuck with a penalty to stats/exhaustion state would put a damper on adventure if you are not utmost careful and prepared for the Mists.
3) Keep clerics from throwing raises around like candy and carefully consider how they use them on people that they may/may not raise.
Evil clerics would be selfish to not exhaust themselves and could STILL charge to do so while good clerics may take the burden for the greater good.
Thoughts?