1. Ultravision lost a great deal of usefulness with the (needed) change to darkness. One with the Land seems the spell closest in power that affects skills, and it grants +4 to a number of skills. I'm going to suggest that UV also grant +4 to search and spot as well as the somewhat cosmetic change it already grants to your vision. (Looking over various sources on the web, I even see one that lists a small bonus to lore, since you can see uv light that enchantments might give off... eh. >_> Glowing eyes anyone?)
2. Darkness clearly needed a change since it broke the AI. However, it's been reduced to even less usefulness than current canon darkness. Mainly, I regret to see that it's no longer useful to a stealther whatsoever.
Previously: Blindness/invis effects (50% concealment), breaks line pf sight completely, allows entering stealth, though fixed location and short duration. Also broke AI.
Canon: 20% concealment, allows stealth in places you could not normally stealth, moves with the caster, can be switched off at will (it's cast on an object you can put away), long duration. (10 minutes per level)
Now: 20% concealment, short duration, fixed location. Combines the limitations of pre-fix Darkness with only one advantage of canon Darkness.
So the suggestion is simple, instead of a stationary effect, it buffs the caster and surrounding allies with +4 hide to approximate the useful concealment effect on stealth in canon, as well as a 15% concealment for 10 minutes per level. (Slightly reduced from 20% as it would not have the drawback of miss chances on melee opponents.)
3. Darkness domain power. Currently it's Ultravision once a day. Suggestion is to make it unlimited uses per day, it's caster-only anyway. Alternatively, caster-only removal of blindness seems appropriate. Sword of Omens, give me sight beyond sight! Rawr. Temporary blind fighting seems fitting as well. More so than having a "adjust your screen gamma" button in-game rather than a domain power. Discuss. >_>
Edit: Another idea for Darkness might be to let the user ignore any area-based penalties that apply to stealth, due to lit areas. In other words a global sort of stealth bonus, equal to the area's stealth penalty, applies if that person is under the effects of Darkness. It wouldn't help in areas that are already darkened, but places that are well-lit won't reveal someone who's in a shroud of their own darkness quite so easily.