GrimmStudios: I always start with my cleric and wisdom to start opening chests in a certain treasure room. The more I can do that without waiting around, the faster I can build up gold to raise everything else. I recently did the calculations and it'll take 90~ thousand gold to get all your stats all the way up for every party member if you don't switch them out.
I have found that, particularly in the DOS version, using the spell is much slower than just using the 'G' command to open the chest out right. Also, I note that I prefer Perennian Depths for my money gathering; I don't need a key or a ship, and with a thief, I can use this strategy right away if I'm careful. Actually, come to think of it, the version I am playing does affect my strategy a bit. I am thinking of the following:
DOS: In this version, opening a chest is quick, poison gas traps are rare and I don't remember poison being slow, and casting the spell to open chests is slow and unreliable. In this case, I raise the DEX of my thief, or if I don't have one, my ranger or barbarian. In fact, there's no guarantee that I will be using a cleric, as I think I like the party of thief ranger wizard druid, with the thief possibly replaced with a paladin or lark.
Amiga: I am actually playing this version now. Opening a chest is still quick, using the spell is still slow and unreliable, but there's the problem of poison gas traps. Poison is *slow* in this version, especially if the damage hits while you're going through a door in a dungeon, so I *really* don't want to hit that trap. I am wondering whether using magic to open chests in this version makes sense; it's slower, but it avoids poison gas traps. I think I like my thief ranger wizard cleric party in this version, replacing the thief with another ranger later on. Alternatively, I could start with two rangers and use magic to open chests. (One thing of note: Rangers are really good in this version, as they cast spells about as well as druids, complete with fast MP regen, making druids (and alchemists/illusionists) obsolete and paladins/larks less important. I gave my cleric enough Wisdom to cast the unpronounceable spell so that they could get some more HP (allowing them to tank more bomb traps), and then started to work on thief Dexterity; if using spells, I would want to focus on casting stats.
NES: In this version, which I haven't played in a couple decades (maybe I should give it another go after all these years), opening chests is slower, while open spells are reliable. There's also the issue that traps can cause the cold status ailment which can't be cured with a spell (but can, I believe, be cured for free with a dungeon fountain). For that reason, I think boosting cleric Wisdom first makes more sense, especially since druids are lousy in this version (they don't get fast MP regen). There's also the strategy of farming money on the overworld before anyone reaches level 3; the 0 MP spells can be tried repeatedly until they work (unlike other versions), and every overworld enemy that appears at level 1 or 2 is vulnerable to one of them. (Of course, it is necessary to raise someone to level 5 so that you can get ships.)
So, in short: DOS: Thief dexterity up to reduce damage from chest opening. NES: Cleric wisdom first to open chests with magic. Amiga: Could go either way, mainly because of those annoying Gas traps..