I'm honestly still not sure what the problem here is. Yes, level 1 and level 2 clerics are not immediately unique. Neither have level 1 Paladins or level 1 bards or level 1 Rangers.
And actually, this version of the cleric does a really really good thing with the channel divinity. Yes, it is generic but it is
1) Actually channeling divine power in a meaningful way, not just casting spells like everyone else
2) Gives you a choice between healing or attacking at level 1
The only potential problem comes from a hiccup in the lore where there is no difference between evil and good gods, but that's a problem for the entire game, not just this design. And even then, every god should give you the ability to heal those they care about (whether that is just you, or your allies) and harm their foes. And this does that.
Mechanical differences mean special powers, and I am fine with you needing to be an actual notable adventurer instead of random acolyte still being trained number 7 to get special powers from your deity. Honestly, how many people have felt like the NPC clerics like the Claws of Luthic or the Cult Fanatics weren't accurately depicting clerics because they don't get special powers. They just get the spells, and that's it
And this design choice actually can lead to an interesting feeling of progression. Level 1, you are just an acolyte channeling the raw power of your faith. Level 2, you have picked how you wish to serve your diety, level 3, your diety has recognized you with unique powers. That's a good progression
I get that there is that awkward transition from level 1 to level 2 mechanically, where you can't buy the "proper" gear in character creation, but for most games that won't be too difficult.