Hi, tiny cleric here.
I'd like to propose lull spells be able to be held on 2-3 enemies at a time with higher levels of the spell, and that the limit of only 1 forever is too harsh for this class.
I love clerics and the idea of being grandmaster of healing/protection for your team. That said, lets be honest... most groups are highly concerned with being able to clear camps quickly. That means run speed, stat boosts, dps buffs, anything that makes moving and clearing faster. Clerics cannot and will not compete in these metrics as full defense is their main design and as such they are rarely given tools to do so. The lull spells are part of the core identity of safety and protection and while the cleric cannot compete in the other metrics, they could before the changes, be considered to fill the healer role for a new formed group that needs to break a camp open for the first time. They don't speed up the grind in most locations but they could at least get it started quickly and safely.
Thematic undead toolkit can be helpful but as this is a bonus when you can use it, it is never a guarantee while other healer options bring consistantly useful contributions to the grind.
TLDR; Lull spells are centric to cleric's main purpose of safety and protection and is one of their primary tools for being competitive in new group formations. Having a max limit that can be held at one time is reasonable, but please extend the limit to 2 or 3 as we level up.