On another note.
I know that these gods and their spell lists were determined by much effort and hardwork. However, I have some questions and possible changes -- as someone who has played a Hopebringer for a bit.

Current Spells that do not make sense:
Currently, Hopebringers are allowed to cast the reverse of
Goodberry which is
Badberry.
Badberry creates poisonous berries that hurt people. I don't think that needs more explanation.
Goodberry makes sense and should be kept though.
Further, Hopebringers are also allowed to cast the spell
Rainbow .
Rainbow creates a bow of various hues that can then be fired to hurt people. This once again, does not seem to fit. The other use for
Rainbow is to create a Rainbow bridge. I see no problem with that.
Confusion:
There seems to be some confusion about Hopebringers well, confusing people.
Hopebringers can cast
Detect Charm but are unable to cast the reverse of it,
Undetectable Charm which masks all charms.
Hopebringers can cast
Know Alignment. That makes sense (despite the fact that cannot cast
Detect Evil for some reason). They can also cast
Undetectable Alignment which obfuscates alignment.
Hopebringers can cast
Locate Object as well as the reverse,
obscure object -- both do the obvious as given their names.
However, although Hopebringers can cast
Tongues, they cannot cast the reverse of it, which confuses verbal communication.
They can also cast both
True Seeing and
False Seeing as well as
Find the Path and
Lose the Path.
Seems Celenia is a bit confused as to when she wants to confuse people. In three cases, they can cast a spell that helps understanding but cannot cast the reverse. In four cases, they can both help and hinder understanding.
To my mind, we should make our minds up either way and stick with it. The only exception to the general rule (either way) may be
Tongues. I cannot not really see any situation where a Hopebringer would want to confuse verbal communication -- since that tends to bring about bad feelings like frustration and anger.
Lose the Path also makes little sense to me -- why would a Hopebringer (and why would Celenia grant them the power to) ever make someone feel completely lost and without hope?
Indeed, I lean towards elimination all of the reversables -- no
undetectable alignment , no
obscure object , no
false seeing and no
lose the path .
Now, so far I have talked about what should be taken away, now I'd like to suggest what spells could be used to replace the spells taken away. These are just suggestions.
Detect Evil-- Celenia is, afterall, supposedly the Purest Good goddess. While I understand that she often sees good/evil in a different light then others, I still think this spell would fit fine for Hopebringers.
Free Action -- Celenia, as a goddess, is one who travels the realms of all the deities freely, bringing peace, healing and succor to all. It would make sense that she would grant this power to her SPs -- the ability to be free from any binding, so that her followers, like herself, can go anywhere and bring healing and succor. Keep in mind that
Free Action is a Sphere: Charm spell, one of the major spheres of Celenia. So, regular clerics of Celenia can cast it; I see no reason why it should it could not be given to SPs to help balance the spell loss listed above.
Forbiddance -- This makes sense, indeed, I would be surprised if temples, hospitals and other buildings devoted to Celenia would not be protected by this. It is protective in nature and essentially protects places from being penetrated by sudden attacks by extra-dimensional forces. It is also Sphere: Protection, one of the major spheres of Celenia. So regular clerics of Celenia can cast it; I see no reason why it should it could not be given to SPs to help balance the spell loss listed above.
(Keep in mind that
Free Action and
Forbiddance are the only "Abjuration" spells not on the Hopebringer's spelllist, except for two spells that do damage (
fire trap and
glyph of warding.
Quest -- This is also a spell that makes sense for Hopebringers. Indeed, I see the clergy of Celenia requesting specific quests for their greater boons, instead of money. This spell is also Sphere: Charm, one of the major spheres of Celenia. So regular clerics of Celenia can cast it; I see no reason why it should it could not be given to SPs to help balance the spell loss listed above.
Another option is to add an entirely new spell. A unique cure spell could be added at level 2 or 3 with little disruption (other SPs have unique spells directly relating to the deity's PPI). I even have a custom spell or two that the Magic Committee has already approved that could be a nice addition.