Raise
I agree with the responses already posted.
Raise Dead is not only overused by players, but simply allowing every character to come back to life after every adventure without any time in between makes the game less fun. Usually players care more about losing their items than losing their lives. I agree with a variety of solutions that people have mentioned here, but I don't think you need to use all of them.
1) Penalty. My friend decided to implement a -1 point to CON on the benefactor similar to AD&D (2nd at least). He limited it to the minimum for CON, without making people die permanently. It basically gives "lives" to the player. But I also like the idea of the caster needing to sacrifice 1 point of either STR or CON. If losing ability points is too much for you, then just take away some XP points.
2) Religious reasons. I don't think the fact that you're lawful/good means that you can just raise the dead willy-nilly. I would say that powerful spells in general should be at least regulated by that particular religion/temple/whatever. If someone's misusing it, maybe their superiors need to have a talk with them. Or like someone mentioned, maybe their god(s) deny the spell and/or deny future memorizations completely until they repent. Likewise, I think it should take a little more work/convincing to simply walk into a church/temple and have someone raised.
3) Casting limits. Limiting the spell to "once per adventure" might be appropriate, and explainable in the same way as no. 2.
4) No raising. Get rid of the ability/spells. You might have to come up with a work-around to keep characters alive better.
Personally, I go more with the no. 2 approach mostly because this has yet to become a serious issue.