Knowing how tricky some treasures are to get I would suggest Heat Metal as an alternative to Fiery weapon, Common Adventure Deck 2.
It gives 1d4+1 to a Combat check at your location (no Weapon needed) and can add 2 Dice against Barriers with the Lock or Trap trait.
Sure Aquire and Recharge rolls are 1 higher than the other two, but I feel Line has the least problems with that of all the divine Casters.
Also I feel one should increase her handsize as soon as possible. 5 Cards can be really small, when you have to hold onto an animal Ally and maybe worse start a game with your healing Spell(s) in hand.
I feel always a bit uncomfortable with omly 3 Combatspells and no Backup in my Deck, but i might give it a try in my second playthrough. by now I have a few more Options to fill my Deck out.