The Cleric was already in a good place. My thoughts are all relatively minor:
- The Divine Order choice is great. Clean design, though I wish the Thaumaturge option still gave the extra Channel Divinity.
- Divine Intervention (level 10) is much cleaner than before -- your god gives you a free spell, once per long rest, when needed. That's easy to put into play without suddenly involving percentage dice for a chance for something.
- Trickery domain now is explicit that you can give Stealth advantage to "yourself or a willing creature". That's a change from 2014, and a good one (I've houseruled it that way anyhow when I DM). But it does mean that similar language will need to be implemented across the game, as "willing creature" now explicitly excludes one's self. (where will that have the biggest impact?)
- Trickster's Magic is a bit underwhelming. Unless I'm mistaken, the only illusion spells available are: Silence (on the Divine list) and a few Trickster-only spells: Disguise self, Invisibility, hypnotic Pattern, and (at level 9) Mislead. (Are there others?). I can certainly see it being used, but it is more limited than the wording implies.
- Weapon Mastery for the War domain. Good.