So I'm creating a setting with a deity selection based on a melding of Sumerian, Canaanite, and Hittite religion.
It's a rich and wonderful mythology; it just doesn't really translate well into game terms. Almost everybody has the Weather domain, the Plant domain (a stand-in for a nonexistent Agriculture domain), and the Air domain. Several have the War domain, and almost all of those also have the Weather and Air domains.
Oh hell, I'll just transcribe the list for the gods I've done so far:
Enki: Artifice, Knowledge, Magic, Rune, Trickery, Water
Enlil: Cloud, Destruction, Fate, Glory, Nobility, Plant, Storms, Weather, Wind
Ereshkigal: Caves, Death, Repose
Gibil: Destruction, Fire
Inanna: Charm, Knowledge, Lust, War
Marduk: Cloud, Nobility, Storms, Strength, War, Weather, Wind
Nabu: Knowledge, Law, Rune
Nanna: Knowledge, Moon*
Ninurta: Protection, Storms, Strength, War, Weather, Wind
Ningishzida: Ancestors, Healing, Plant, Repose, Restoration
Ninhursag: Earth, Family, Growth, Healing, Plant
Nirgal: Blood, Death, Destruction, Sun**, War
Ninlil: Charm, Family, Water, Weather, Wind
Shamash: Law***, Liberation, Protection, Sun
*Not an actual domain in Pathfinder for some reason.
**Specifically, the deadly summer sun that brought drought and scorching heat, which isn't the aspect of the sun reflected by the CRB domain.
***More specifically justice, rather than law for law's sake, though there isn't a domain or subdomain specifically for that.
I'm sure that using more subdomains (or converting one of the dozens of 3.5 domains) would add a bit more granularity to this list, but the things that make these deities special are the deeds attributed to them in myth, their relationships with one another, and their conflicting depictions in various sources spanning over a thousand years. As far as game-relevant information, I could only find favored weapons for Enlil (who invented the mattock), Ninurta (who bore a magic, sentient heavy mace), and Marduk, who bore a thunderbolt named Imhullu that could be represented by training his clerics in the javelin.
Now, there were rules in 3.5 for tight pantheons (like the Norse, Olympian, or Egyptian gods), and I suppose I could use those, but what would a setting lose mechanically by getting rid of clerics altogether?
By way of context, the divine spellcasting classes left are the oracle, druid, shaman, hunter, ranger, and warpriest (which also gets the paladin & antipaladin exclusive spells).