Let them know how my table is playing, and if it's not a style they like, they can find another table. When people talk to each other like adults, it's really not a problem. You (general you) shouldn't have to lean on rules in a game to make up for lack of communication or personality problems at the table.
If it is different from the rest of the players then either he's going to adjust the way he is playing or the other players are just going to leave him behind or something. If it disrupts the table then the DM needs to step in and say something. Running into players that play the game differently is really common at conventions and running one shots. It's nothing new to this edition.
But of course...
What is a bit different this time, is that
Guidance is so clearly unlimited and upfront, that I have to really cross my fingers that players won't notice and abuse it. This ain't some tricky rules combo that usually only players specifically looking for that kind of tricks will find out.
This case reminds me a little bit of the problem with searching for traps at every 5ft, and (less) about the problem with keep trying the same task until successful. I think it happened to most gaming groups to bump into the case of a Rogue player, bothered by too often not guessing right where to search for traps, who starts searching & rolling for every damn 5ft square and bore everyone to tears. However in that case at least the DM can promise to place traps where it makes more sense, or explain how the time required for this tactic is a huge drawback.
IMHO
Guidance really mostly rely on player's own volition to avoid tedious use, because it's very simple and largely independent on outside factors (unless the DM purposefully adds outside factor, but I won't feel good if I do so, I will feel like I'm trying to artificially punish the player when it's really not her fault...).
Some narrative limitations make sense to me, such as reminding the players that casting a spell normally makes noise (so you can't
always use Guidance for Stealth), and that it is a visible action (thus not easy to use it for Cha checks in the social interaction phase). These are good ideas, grounded in the narrative descriptions, that make sure you can't cast it "ad nauseam". Let's see if it still gets tedious in other situations, particularly the exploration/investigation phase.
(By the way,
concentration is not much of a restriction IMHO instead. For a lot of checks the Cleric is going to cast the spell just before the check is made, then if needed cast it again on the next PC and the next etc.)