This could be pretty useful actually, especially the monk, spellcaster, and unique creature stuff.
The spellcasting is easy enough to describe. Basically, I threw the categorization of the spell lists out the window. Sorcerors, Clerics and Druids each start with access to three of the 21 mana spheres, and gain access to an additional one every five levels. Wizards start with 5 and gain one every 3. Bards/Rangers/Paladins gain one sphere when they can start casting, and a further one every 5 levels. Access to spheres is up to GM discretion. Clerics and Paladins obviously have to take the domain of their deity to start, and that is the cleric's domain for domain spell purposes. Druids must use two of their starting ones on Nature and Life, with the third limited to earth/air/fire/water (additional druid spheres have a bit more leeway, but, as an example, death and dimensional are still off-limits). Sorcerors are purely GM discretion; they're limited to spheres justifiablely part of the character's personality.
So, any caster can use spells from any list, but only if it fits into one of their domains. Which is stupid fun for a DM (a veil cultist only needs to be level 5 to be tossing fireballs at PCs), which generally balances out how potentially over-powered potential class/sphere combinations can get (My PCs have done an admirable job of picking thematic spheres).
Additionally, no cleric has turn/rebuke as a base feature. It comes with either the Life or Death domains. Domain powers are non-standard, I've been making them up as needed. The only one that has come up is Law, which became a +4 bonus on Investigate and Sense Motive.
The one oddity was the Luonnotaur(cleric); they don't fit neatly into this system. My solution was to limit the Luonnotaur to healing or anti-magic spells (such as Dispel Magic, Protection from Energy) for all their base slots, and allow the domain slot to be any spell. Luonnotaur have no domain bonus, but are immune to hostile divine magic.
The monk class I completely re-wrote. I remembered when looking over the base class the story about Mammon refusing to give the gift of Foresight to humanity (or at least Os-Gabella. This might all be flawed lore, but too late to check now

), and it seemed perfectly appropriate for the class. So I stripped the monk of all class features beyond a good Will save, and set up a system of "Sparks" along with a resource system I called "Chi" for lack of a better term. Essentially, starting at first level, and every even level after, the monk gains access to a "spark" of a sphere (justified in lore as the monk learning to access their divine spark in a more martial-arts style than a sorceror). Spark of Force is gained for free at first level, and is the source of the Chi resource (frankly, I could think of little else to do with it, but I think it fits as the only mandatory Spark). Each spark provides level-dependent bonuses, frequently returning original monk class features, but many branch out into sphere appropriate bonuses. A few examples:
Air: 1st: Flurry of Blows, Reflex Saves becomes Good.
2nd: +10 Movement (+10 additional movement per 5 class levels)
8th: Expend one use of Chi to gain Swift Flight. This is a swift action.
14th: Expend one use of Chi to gain Levitate for (Wisdom Modifier) rounds. This is a swift action.
Enchantment: 1st: Your unarmed attacks gain a +1 enhancement bonus. This bonus increases by +1 for every additional four levels (1, 5, 9...) to a maximum of +5.
Nature: 1st: Improved Natural Weapons
5th: Woodland Stride
8th: Improved Natural Weapons
16th: Improved Natural Weapons
I can post the full class if you're interested, but I'd need to figure out how to hide things in those nifty little spoiler boxes.
I tried to balance the weird Tier 2 melee units as around CR 4.
Pyre Zombie
HP: 39 (6d12)
AC: 15 (+6 Natural, -1 Dex)
Init: -1
Attack: +6 Slam 1d6+3 + 1d6 fire
Saves: +3/+1/+3
On death Explodes for 2d6 fire in 5' burst. Ref DC 16 for half.
Drown:
HP: 39 (6d12)
AC: 19 (+4 Natural, +3 Armor, +2 Shield)
Init: +0
Attack: +8 1d8+4
Saves: +5/+2/+5
DR 5/slashing, Vulnerable to Fire
Diseased Corpse:
HP: 91 (14d12)
AC: 16 (+6 Natural)
Init: +0
Attack: 2 slams +10/+10 1d6+3 +2d4 + disease
Rotting Stench: Opponents within 10' of a Diseased Corpse must succeed at a Fort DC 20 or suffer a -5 penalty on all attack and nausea related rolls.
Disease: On hit, Fort DC 20 or 1d4 con damage.
Wood Golem x2
HP: 53 (6d10 +20)
Init: +1
Speed: 30
AC: 17 (+1 Dex, +6 Natural)
Attack: 2 slams +6 (1d6+3)
Special: Vulnerability to Fire, DR 10/magic,fire
Saves: Fort +5, Ref +3, Will +2