I've had a lot of cognitive dissonance surrounding the way int, wis, and cha are conceptually handled in d&d over the years, and at this point I honestly think a lot of it can be attributed to the fact that clerics use Wisdom for their spellcasting mechanic, when that frankly attaches baggage to the score that is inappropriate. The entire concepts of willpower and devotion should revolve around Charisma, not Wisdom. Charisma is what enables a priest to emulate and draw power from the deities they serve. Wisdom is fundamentally about emotional maturity and the application of reason, which has little to do with piety and is the antithesis of dogma. Organized religion (regardless of its truth or lack of) is largely based on authority, and this is even more true in most D&D religions.
So, I guess what I'm saying is - I think Charisma makes about 600% more sense as a spellcasting stat for Clerics than wisdom. Wisdom should, at best, be supplemental for most spellcasters, with the possible exception of intuition or nature based magic.
Thoughts?
Here's how I think about it: Wisdom is about emotional control and self-discipline, having a low time-preference, patience, etc. Someone who works out every morning and always does their college homework before it's due is displaying Wisdom, IMO. One of my college professors told a story of how at a Hebrew school he studied at (where he got his degree? not sure), the PhD exam including the examiner sticking a pin into the Torah, and then telling the applicant what page number the pin was at. He was expected to have the book so well memorized that he could tell the examiner what letter the pin was on. That sounds impossible to me, but I tell you, if anyone could memorize all the letters in the Torah they would IMO be showing extremely high Wisdom ("I can spend hundreds of hours memorizing trivia") and perhaps a moderate lack of Int ("why am I even doing this?").
If you ask me why Wizards get a bonus to their spell DCs for high Int, I'll say, "Wizards know the general principles behind certain kinds of spells and are alert for opportunities to customize them to circumstances. When a high-level wizard casts a Hypnotic Pattern on a bunch of goblins, the DC is higher because he's rewriting the spell on the fly to shift the patterns lower on the visual spectrum (less blue, more green) because he knows that goblin eyes don't detect high-spectrum colors very well. He's also adding some jitter at a subliminal frequency."
If you ask me why Sorcerers get a bonus to their spell DCs for high Cha, I'll say, "Sorcerers and warlocks impose their will directly on the magical energy of the universe. If a wizard is flipping a switch or closing a circuit on a magical circuit board, a warlock or sorcerer is bypassing the systems by plugging himself directly into the system as a cable. The stronger his willpower and presence, the more magical energy he can channel without burning out. When a high-level sorcerer casts Hypnotic Pattern, the DC is higher because the colors are more vibrant, intense, and harder to ignore."
If you ask me why Clerics get a bonus to their spell DCs for high Wis, I'll say, "Clerics and Druids are the recipients of wisdom passed down through the ages. Hidden within the catechisms and creeds of their faiths is a series of exact instructions to any number of situations and rituals. Cleric spells are really ancient codified magical knowledge which the cleric has memorized and regurgitates at need without fully understanding but with faith in those who came before. That's why clerics have access to the entire clerical spell list, and yet also why clerics are not widely renowned for their abilities at spell research--they're more about tradition than innovation. The more disciplined the cleric is, the more thoroughly he knows the catechisms and the more precisely he is prepared to perform the holy rituals. When a high-level cleric casts Inflict Wounds, the DC is higher because he is touching you exactly on the Third Nexus of Enervation. A wizard could probably tell you what the Third Nexus is and why it's a uniquely vulnerable spiritual location, but the cleric doesn't care why, he just trusts that it's correct."
You can probably tell that I dislike playing clerics.

False priests and phony wizards, the lot of them.