I'd be curious to read it (if someone can find a link - I'm not a greatly skilled surfer), but in some ways they are totally unrelated undertakings. Fantasycraft will tweak Spycraft classes, not D&D ones. The D&D classes have an unfortunate legacy of being a pure wargaming system with some paint sprayed over it for skills resolution. The Core Classes of D&D are evaluted (and blanced) almost entirely on their ability to kill stuff. Not even as dungeon delvers - as pure killers. Spycraft starts with a lot more emphsis on the "utility" abilities - particularly those that drive a plot line. Once those roles are secured, we mix in combat capability as needed. The current list of base classes going into Fantasycraft is hot, because it reflects much more of fantasy literature that the "big 4" roles (Cleric, Fighter, Thief, Wizard) at the core of D&D. We want to see the scheming courtier changing the course of a nation or the great captain leading the armies of the West across 400 leagues to lay seige to the treasonous monks and Barith Ennan.
I also have real issues with the tie between 'clerics' and healing. It's for the most part irrational once the game evolved to the point where clerics wheren't universally Biblical types with the serial numbers smudged a bit (not even filed off, really). The capacity for a good battlefield heal needs to be a bit more spread around rather than making one guy the only "healer" and either boring him to tears or grossly overpowering the class to make up for the perceived sacrifice of taking it (I'm looking directly at you, 3.0 cleric, you grossly broken thing). I'm gonna take a moment to sing the praises of the Lord fo the Rings MMO, as they have done someting brilliant - made the 'bar' that seperates you from defeat a measure of morale rather than physical health. There parallel to vitality's practical funtion seems obvious. That simple change of theme means that things that give encouragement have the game effect of "healing" and quickly escorts divine intervention off the premises. Dropping the 'Obligatory Healing' shtick allows clerics to have the variety and versitility they deserve as the catch all class for divine power.