Firstly WotC (or any other gaming company I can think of) barely considers the idea of min/maxed characters; because min maxed characters will find the ultimate "optimal" path regardless of what they do. The game is NOT built around min/maxing.
Instead WotC (and other designers) build their game around ok choices. The sort of choices an average user might make. This way the average user is not cut off from all options simply because they didn't spend 4 days in deep immersion in the rules before they even started to build a character. Average user wants to come along and go; I want a Strong and Wise Cleric, I want him to be Ok on his feat and charming, I don't care about him being smart or tough. They assign (build) their stats appropriately and should still have options to play their character and have fun.
So the first thing to do is stop looking at choices through the lens of "power" and start looking through the lens of "fun".
Now again consider this array; 16 14 13 13 10 10
You get a 16 for whatever your primary stat is; Str, Con, Wis, Dex, Int or Cha.
You get a 14 for whatever your next most important stat is.
You get 13s for the two stats you want to bump to characterise with.
You get 10s for the stats you don't care about for your character.
So the Cleric described above gets 16 Str or Wis and 14 in the one he didn't put the 16 in. He gets 13 in Dex and Cha, and 10 in Int and Con.
It doesn't matter what race it is, some races will rock it more than others because their stat pumps will be in the optimal spots (Dragonborn, Human, Elf, Half-Elf and Dwarf) for Clerics. But all of them will still make perfectly cool and playable Clerics.
They might miss a few more times than Minmax McMinmax's uber Cleric of super cool uber doom bringing, but frankly does it matter worth squat if they are still having fun?
So our 18/13/10/10/14/13 human flips to the Cleric page (you decided to be stronger than wiser 'cause you're a Cleric of Kord).
Healer's Lore- hey sweet +2 to your healing stuff.
Turn Undead Att +2 vs Will for 1d10+2 - that's ok.
Now you want to hit things with a stick, you're a Cleric of Kord after all so;
Radiant Brand Att +4 (+ Prof) vs AC Hit: 1[W]+4 with a special - nice.
Priest's Shield Att +4 (+ Prof) vs AC Hit: 1[W]+4 with a special - good.
Hey you're a human so you get one of the ranged attacks as well.
Lance of Faith Att +2 vs Ref Hit 1d8+2 with a boost for an ally - ok
That gets the @ wills done.
Wrathful Thunder Att +4 (+Prof) vs AC Hit 1[W]+4 and daze the sucker - very Kord.
Avenging Flame Att +4 (+Prof) vs AC Hit 2[W] and a bunch of special stuff.
That gets the /Encounter and /Day done.
(Hey note they are not the optimal choices - swap Wrathful Thunder for Healing Strike for better optimization.)
Then jump to the feat section and scan around.
You see Astral Fire (qualified), Kord's Favor (better pick that), and Raging Storm (drats not qualified).
So you grab Astral Fire (smiting the foe with the strength of Kord after all) and Kord's Favor.
Astral Fire is giving you +1 damage on all your At Will powers, and your Daily power, you might keep the encounter as it is because a) its a different damage type and b) it has Kord flavor.
I'm not sure how this character is disadvantaged at all. Its got RP based choices rather than mechanics based ones yet its mechanics work out fine, even good.
Pick up Weapon Proficiency in a Prof +3 weapon at level 2 and go smite stuff with abandon. (I suggest Falchion, because if you pump dex you can grab Blade Opportunist as well as Weapon Focus and Toughness and its a TH +3 2d4 high crit weapon)