They do? Well, I guess that's another thing ToEE needs to fix, 'cause the enhancements shouldn't apply either.
Also new to the forums here, but a long-time D&D'er from back in 1st Ed... I do have a dedicated archer in my party, which is as follows... Fighter (Sword-and-board, defensive feats, Intimidate) Cleric (Mace/shield, metamagic and item feats, CC spells and summons, Diplomacy) Rogue (2-weapon feats, disarming skills, Bluff, Sense Motive) Ranger (ranged combat tree, CC spells and summons) Wizard (metamagic and item feats, offensive, CC, and summon spells) The Fighter runs the blocker position, though he doesn't actually get into combat a lot. The Cleric, Ranger, and Wizard throw their summoned creatures in, and attack from range, while the Fighter and Rogue play intercept on the mobs, keeping them from the rest of the party (Combat Reflexes is great for this). I go through a ton of arrows with this party, but taking down big mobs is easy enough, with 3 characters who can neutralize or immobilize the main mob or adds. The Ranger took Point Blank and Precise as soon as possible, to minimize the penalty for firing into melee.
If your cleric is useless outside of turning undead, you're not utilizing him to his full potential. My clerics are traditionally second-string tanks in my party. I generally have them cast a buff or two, a summon (or spiritual weapon) and then have them wade into the fray.
In my current party, the cleric, bard and rogue are the tanks, Meleny is the caster guard, and the wizard and Pishella are primarily ranged, or in tough battles cast spells. It works pretty well too.
I've never played a game without a cleric yet - this cleric is one who's been useful in many games but in that run through he couldn't hit a barn door with a shotgun so to speak. never hit anyone, always failed his saves, got picked on by baddies and an unconscious cleric can't cast, and a cleric thats died a lot doesn't have much spare XP thats why he was so useless