Really? I'm not normally one to go for awake pretenders, but I'd really be more tempted to go with one for them than with most other nations simply because of their "no pathloss"/elegists combo. Admittedly, they have no access to pretenders with recuperation, so you're still risking permanent damage, but it seems like the reduced risk to an awake SC would possibly make it worth pursuing.
Well you know how new I am to this game
But as has been said, Ur is an expensive nation. Troops start at 17g and they're nowhere near as durable as Hinnom's lineup and while most of their mages are sacred, they're still pricy and their best non-cap mage is both expensive and non-sacred. O3G3 seems like a very good idea.
Even then you have the issue which you mentioned, afflictions. I see the no-loss on magic paths as an added bonus, but definitely not something you plan a strategy around.
Besides, even with the elegy bonus on Call God, it's going to take several turns to resurrect a dead god in the early game. So I'm not seeing the benefit in taking one as an awake expander with the idea that you'll call it back whenever it croaks.
To me the no-path-loss and elegists seem more of a midgame bonus. Ur is one of the premier nations to be casting Gift of Health natively, only Pangaea seems to really be competing with them. Considering that, Ur seems like a nation that powers through the early game with its troops and adds a strong active god in during the midgame that loses no paths on death, gets called back superfast and heals its afflictions with natively casted GoH. Pure theorycraft bullcrap but it's the best I can do as I lack a completed Ur MP.