In regards to the division of loot, I try to give loot as evenly as possible to all the members of the party, with no consideration for what other gains or losses they might have had. In the case of expended Ether, Mages and Clerics know what their limitations will be in that stat when they first roll their character. Mages trade their shot limit for the elemental versatility. Clerics get to heal, and if that's not enough of a compensation for the Ether limitation, they're in such demand that being a Cleric gives you a great chance of getting into quests. Similarly, in the case of Gold gained, Rogues sacrifice their durability for that advantage. Rogues can gain Gold, but their Health is only slightly higher than a Ranger's, and they have to attack from the Front Row or retrieve a weapon every other turn. Rogues often have to use more consumables than other classes, which they have to buy with that Gold. The classes' stats and abilities are all already (designed to be) balanced; they shouldn't need loot compensation for their abilities or limitations.
There are exceptions, of course, such as the Lover's Locket that I kept for myself for roleplaying reasons (*gasp*) because I didn't see Docken as being a character to be Enamored with anyone; and if someone did what Guts did and reaped a ridiculous amount of Gold, then I might give them a little less, but I usually try to keep things even.
Now, if Clerics started charging Gold for their services, then I'd definitely consider giving them a smaller share, because that, I think, is abusing the power of your role in a battle, a role which you knew you'd be taking on when you first created the character. That being said, if any player, Cleric, Mage, Rogue, or otherwise, did something extraordinary to help win a battle that I think would be beyond what a character can be expected to do, then I would consider giving them a larger share, and I wouldn't be against "tipping your healer" if such tipping was deserved.