Before I do any more stuff linked to Clerics Without Spells or any other variant classes, I should probably make this comment: I don't think you should use more than four main classes.
You're probably saying, "Wait, what? Why did you do all those classes, then?"
Consider this for a moment: if the PCs decide to hire some henchmen, or seek out a high-level NPC for assistance, which classes are available? Those are your main classes, and I don't think you should use more than four of them. It keeps things simple, and sharply defines what kind of fantasy setting you're expecting to deliver.
It doesn't mean you can't swap out one of the main classes for a variant when you detail a special new adventure region. In fact, having only four main classes makes that swap more meaningful, because it stands out. "Woah! What kind of magic is that guy using?" And if someone gets a hankering to do the same thing, it gives them a reason to adventure.
It also doesn't mean you can't tweak a class on a one-time basis, or let a player use a non-standard class, as long as the player realizes nobody else is like that. In fact, telling players "you can be one of these four classes" will help the confused, because they have fewer options to worry about. It will also help the indecisive, because if they unknowingly deep down want to play some weird character type, not mentioning their favorite will suddenly prompt them to make a decision.
So pair down your classes. Use alternate classes to prompt adventure ideas around one-of-a-kind NPCs.