None of your Cure Wounds spells (not including Heal though) need to be memorised in order for your cleric to cast them. Open your spellbook and drag the spell icon for the healing spell to your quickbar. This is the same process for all spells, and it should not be that hard to master.
Now that you've done this, you can select spells as normal and then rest to 'memorise' them.
You play on as normal, but you can cast healing spells at any time, even if you did not memorise them, by clicking on the spell icon you dragged to the quickbar.
When you cast it, if you've healing spells memorised, one of those healing spells will become unmemorised and you cast the spell as normal. If you do not have healing spells memorised, you can still cast the spell, but it'll unmemorise a different spell from the same level. When all spells of a level have been unmemorised because you cast them or sacrificed them for healing magic, only then can you no longer cast healing spells of that level.
Unmemorising/sacrificing spells takes place from left to right in the spellbook, so you could plan accordingly (meaning, put spells you cast immediately anyway wherever you like, put spells that might be useful under certain circumstances as far to the left as possible (select these first) and place spells that are generally quite useful to the right (select these last). That way you can, for example, sacrifice your spare buffs first and save your damage spells for later).
One final thing to keep in mind is that you can only sacrifice normal spells and metamagic spells with this. Some domains grant a cleric additional spells, but you can't exchange those for healing.
Ehr, and yes, they'll clutter up your quickbar very quickly.
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