Most domain abilities are already covered. Turning of creatures is a charm spell of the appropriate type, so the Air, Earth, Fire, Plant, and Water domain abilities are handled by that. Indeed, most of the domain abilities are spell-like abilities, and so are covered pretty well with normal spell lists.
Animal, Knowledge, and a few other get bonus class skills. I admit I should have allowed the cleric to grant a bonus class skill, similar to mage tradition skills.
Some domains grant a bonus to caster level. Since EOM effects are not variable by caster level, this 'benefit' only really applies when people are trying to dispel your spells, which I don't feel is worth the effort to keep track of.
Death gets death touch (Evoke Death). Destruction gets smite (Infuse Force). Luck gets to reroll. Magic's ability is useless in EOM. Protection gets a ward (Abjure Force). Strength gets strength (Infuse Earth). Sun gets to kill undead (Evoke Light instead of Charm Undead). Travel gets freedom of movement (Move Nature). War gets bonus feats.
Basically, only Luck and War's domain abilities can't be replicated. True, I could've come up with some new powers, but I don't think consistency is a bad thing. I would hope cleric players would take the flexibility of the rules and come up with personalized spells that they use to reflect their god's blessing.