I think it's more a response to the historical "sameness" that the cleric class has had over the editions. Basic and 1e clerics pretty much had the same spells, weapons and armor, regardless of deity. 2e had the most variety, with specialty priests given as an option alongside the "standard" cleric. 3e gave clerics different domains and allowed for more customization through feats, but all clerics still had access to a common and very extensive spell list. 4e clerics started off pretty much generic again (although individual clerics could be quite different by virtue of selecting different powers). With the release of Divine Power, there was some scope for more distinctiveness through selecting domain feats, but (IMO) the clerics of different gods became truly distinctive only after the release of the Essentials warpriest.Does anyone else think #5 is in response to the overwhelming backlash against not being able to play an evil cleric in 4e?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.