From the 3.5 Rules Compendium (pg 130.), "A creature's spell resistance never interferes with its own spells, items, or abilities."
So spread some healing items around. If you feel you need to justify the item's presence, give a few of these clerics the appropriate crafting feats. As a DM in this situation, I would probable sacrifice a feat or two from the non-clerics to designate 1 specific cleric as able to ignore its SR.
I can think of only 2 healing spells that fit your requirements:
1) Positive Energy Aura (Spell Compendium | pg 161 | 4th lvl spell), but that heals all living in the area for at most 5HP a round for a round/lvl.
2) Warding Gems (Book of Exalted Deeds | pg 111 | 5th lvl spell), produce 1 gem {ioun stone} per 3 caster level. Each gem heals 10, lasts 1 hour per level and you cannot have more than 5 gems at a time.
As for buff spells, there are:
1) Aura of Evasion (Spell Compendium | pg 18 | 5th lvl spell), grants everyone within 10ft evasion against breath-weapons only.
2) Bear's Heart (Defenders of the Faith | pg 81 | 5th lvl spell), grant 1 ally per caster lvl +4 Str and 1d4/caster lvl temp HP for rounds/lvl. When the spell ends, all affected take 1/lvl subdual damage.
3) Blessed Aim (Spell Compendium | pg 31 | 1st lvl spell), all allies with range gain a bonus to hit with ranged attacks.
4) Divine Agility (Spell Compendium | pg 69 | 5th lvl spell), target get +10 Dex for 1/lvl rounds.
5) Energized Shield [and Lesser] (Spell Compendium | pg 79 | 3rd lvl spell), for 1/lvl rounds a shield provides 10 [5] energy resistance to 1 of the 5 classic energy types and deals an extra 2d6 [1d6] of the energy type to shield bash
6) Frost Weapon (Frostburn | pg 95 | 2nd lvl spell), for 1/lvl rounds grant a weapon +1d6 cold damage.
7) Shield of Warding (Draconomicon | pg 115 | 3rd lvl spell), for 1/lvl min gain a sacred bonus to Ref while shield is equipped
EDIT - fixed max number of gems a creature can have from Warding Gems