First of all, both characters are ok.
Minmaxed a little, but that is not a totally bad thing.
Both clerics have playability issues though and you might consider following:
1st cleric is slow to act and neither charismatic nor intelligent. You might not have a lot of fun with hin despite being really tough as nails.
The second cleric is so weak he can't wear his stuff. Medium armor is still quite heavy. You are also in a bad position against creatures that try to grab you.
So as food dor thought: try spreading ability scores some more.
Your first character could be:
STR 16 DEX 8 CON 14 INT 10 WIS 16 CHA 10
heavy armor mastery. Looks a lot less min maxed and still really tough.
Your second cleric could be:
STR 12 DEX 16 CON 14 INT 8 WIS 14 CHA 10
Defensive duellist.
Fast to act but not a good thinker.
One thing I always feel compelled to point out is that a lot of people (particularly people who attach negative connotations to the terms we're discussing in this thread) assume that "min/maxing" means pumping their primary scores to the max and then dumping everything else...
However, particularly in previous editions, this was pretty much a guarantee that you'd just built a one-trick glass cannon and pretty much missed the entire point of the Min/Max exercise...
"Min/Maxing", as the term was used in the old WotC CharOp forum by the CharOp wizards, meant maximizing your strengths... While
minimizing your weaknesses. Shoring up your weak spots, not dumping your stats.
The whole point is to create a character who is as effective at what they were designed to do as possible
while not actively gimping yourself in other areas.
The classic example of the all-smashing idiot barbarian who can one-shot a troll at first level? He's all-powerful... Until he meets
anything that calls for a non-physical saving throw.
The Hulk just got punked by a cloud of pixies.
To focus the concept on the two clerics in the original post, and as mentioned above, you need to ask yourself several questions when shuffling around ability scores and other stats. Unless the cleric is going to be a big part of the party's melee capability, you need to ask yourself, how much Strength is too much? If he's not going to be depended on to bring big damage every round and his armor feat helps him mitigate some big hits, does he really need to max his Strength score to get an occasional +1 damage, will those few extra hit points from his maxed-out Con score matter often enough that they're
worth sacrificing something else for? Or could those few extra buy points be better used to shore up one of his other abilities? Does somebody else in the party have a decent Charisma score to deal with social encounters, or should you pop some extra points into Charisma and take Persuasion as a skill? What sorts of things require saves against his "tanked" abilities and how common are they?
It's all about assigning priorities and values to your limited set of character resources, and then making choices designed to balance the overall positives and negatives.