I thought it might be helpful to illustrate my interpretation with an example.
Let's say you come across an injured man and want to help him get better. We'll assume you have Blessing 4, Holy Music 5, Artes Liberales 3, Philosophiae 3, Stamina +2, Presence +2, Creo 15, Corpus 16, and are in a Divine Aura of strength 3. You don't know any healing spells, so it has to be spontaneous.
First off, you always have the option to use your Powers and Methods, just like anyone else that has them, Gifted or not. Your score for invoking a miraculous effect is:
Effect Total = 2 (Presence) + 4 (Blessing) + 5 (Holy Music) + 3 (Aura) + Simple die = 14 + simple die.
Let's say you aim for a 15, knowing you can roll a 1 or better on the simple die. You need an effect that is +1 Touch, +3 Moon, and +0 Ind, for a grand total of +4. With a target of 15, that means you can go for a base 3 effect, which for Blessing is +9 Bonus to Recovery rolls. You need to follow all the rules for divine powers to gain this effect.
But you're a holy magus, and you have the Blessing Power. That means that you can use Blessing effects as spell guidelines. Healing is pretty clearly CrCo, so we'll go with that as a TeFo combo. Your CT is:
CT = 15 (Creo) + 16 (Corpus) + 2 (Stamina) + 3 (Aura) = 36
But since you're casting this spontaneously, you have to divide by either 2 or 5, depending upon whether you want to take fatigue or not. That's an 18 or a 7. Let's say that you don't mind fatigue and decide to cast it as a fatiguing spontaneous spell. That means you can add a stress die and divide by 2. We'll say you roll a 4, giving you a final total of:
Effect Total = (36 + 4)/2 = 40/2 = 20.
With the same +4 for Touch and Moon, you can spontaneously get an effect of +12 Recovery, slightly better than using your Powers and Methods. (Yes, I know you could have achieved the same effect if you rolled a 6 on your simple die with Powers and Methods).
But, it gets better. If you cast the spontaneous spell ceremonially, you can add your Blessing and Holy Music to the CT.
CT = 15 (Creo) + 16 (Corpus) + 2 (Stamina) + 3 (Aura) + 4 (Blessing) + 5 (Holy Music) + Stress die= 45 + stress die
We'll say you roll a 5 on the stress die and get a 50 CT. That gives us a final effect of:
Effect Total = (45 + 5)/2 = 50/2 = 25.
Now you get a +15 to the Recovery Roll, much better than you could manage just using a holy effect. However, because you are using the Blessing effects as a guideline and cast ceremonially, you must activate your Holy Music as if calling a holy effect.
But you have a third option. You could also cast a spontaneous spell using the standard CrCo spell guidelines. In this case, you use standard hermetic rules (as modified for holy magi). In that case, using ceremonial, fatiguing spontaneous casting you get the following:
CT = 15 (Creo) + 16 (Corpus) + 2 (Stamina) + 3 (Aura) + 3 (AL) + 3 (Philosophiae) + Stress die= 42 + Stress die.
Assume a +5 on the stress die and we have:
Effect Total = (42 + 5)/2 = 47/2 = 23.5.
You can manage a level 20 CrCo spell with this roll. Checking the guidelines, and assuming a +4 for Touch and Moon, we get a measly +9 bonus to Recovery rolls. You are clearly better off using the Blessing guidelines.
But it gets better. Afterward, you decide to invent a healing spell using the Blessing guidelines. You figure with your CrCo you can generally expect to make a 40 CT, so you learn the spell at level 40. That's a whopping +27 to the target's Recovery Roll (assuming the progression extends upward).
The next time you run into an injured person you use your holy spell instead. Your CT is:
CT = 15 (Creo) + 16 (Corpus) + 2 (Stamina) + 3 (Aura) + Simple Die (assuming no streess in casting) = 36 + simple die
Your spell will succeed no matter what, but if you roll less than a 4 on the simple die you'll lose a point of Fatigue. (Unlike a spontaneous spell, your formulaic spell can miss the target by up to 10 and the spell will still work, albeit with fatigue.) Since you are casting a spell and not activating a holy power, you do not suffer hubris if the roll fails. Rather, you follow the standard rules for rolling under on a spell you cast. You also have the benefit that, like any other holy magic spells you cast, you can use either a Divine Aura or a Magic Aura. You can also master this spell if you wish.
I hope that clears up my take on how holy magic uses holy power guidelines and doesn't just muddy the waters.