Encounter 1 Powers:
*CLERIC*
C / Cause Fear
A- / Divine Glow
B / Healing Strike
B / Wrathful Thunder
My rough order/appraisal:
Divine Glow is a decent close blast that hits enemies only and can give multiple allies a bonus to attack.
Healing Strike does decent damage, marks, and has a decent heal.
Wrathful Thunder does low damage, but adds daze which is a very solid status.
Cause Fear is a bit too specialized and it's too easy to just move back. It can trigger some nice OAs, but I think it's the worst of the lot.
Encounter 3 Powers:
*CLERIC*
A / Blazing Beacon (Only in parties with ranged allies)
A- / Command
C+ / Daunting Light
B- / Split the Sky
Daunting Light does solid damage, radiant, over adequate range. The combat advantage is useful, but not really powerful. Split the Sky looks really nice, until you realize the enemy is just going to stand and charge. I've seen it use a couple times and that's happened every time. Command lets you daze and choose between prone or slid a fair ways, which is a very powerful controlling combo. No damage, though. Blazing Beacon provides a sizable +4 bonus to all ranged attacks against a target for a turn, which can be used for many attacks in a round by most members of the party, including action points, dailies, etc, so gets to be top of the pile.
Daily 1 Powers:
Quick note on damage - I'm assuming a baseline of 3W (or 3d8 - 3d10) damage for powers as I go through them, and I'm assuming some little bit added onto that 3 dice.
*CLERIC*
B- / Avenging Flame
A / Beacon of Hope
C+ / Cascade of Light
A- / Guardian of Faith
Cascade of Light is short range and under most circumstances I don't expect that vulnerability to add up to that much extra before it's saved against. If it's trivial to 'game' the vulnerability for a ton of damage with conjurations, zones, and ongoing damage, let me know.
Avenging Flame's ongoing damage can really rack up or force a creature to take no action for a round or two, which is quite nice. Unfortunately it gets no ongoing damage on a miss.
Beacon of Hope hits a nice large area and can add a metric ton of healing over the course of an encounter, and even potentially does a healthy amount up front. The weaken can hit several enemies which is also a solid kicker.
Guardian of Faith is particularly good against undead. Its abilities as a blocker were updated away, but not requiring a sustain action and especially when working with a fighter or some other penalty or difficulty moving (Pin the Foe, what have you) it can really do very good damage over the course of an encounter.
Daily 5 Powers:
*CLERIC*
A / Consecrated Ground
C+ / Rune of Peace
A / Spiritual Weapon
A / Weapon of the Gods
Consecrated Ground: Automatic damage to enemies only, surge-free healing to half health (useful after combat nothing else) - especially amusing on a high level PC getting dropped in the area and immediately waking up at the start of its turn. Every time. Oh, and it's movable.
Rune of Peace: vs Will. Guaranteed that target cannot attack for one round, which is extremely nice, though it doesn't set up other attacks like daze or blind, and is obviously worse than stun. Damage really low.
Spiritual Weapon: Guaranteed combat advantage on one target (switchable) each round for an entire battle. And, hey, damage while you're at it.
Weapon of the Gods: An extra d6 per attack from someone on an entire battle is actually quite respectable damage, but it gets really gross when you factor in the -2 AC that can be shifted from target to target as you kill them.