Eridanis said:
Errataing Divine Might was a very good idea; I hadn't used it since 6th level or so, as that standard action was much more useful in moving towards the target, casting protection from evil, or some other thing. And getting an extra 3 damage per hit isn't that unbalancing now that we're fighting really nasty stuff; it's a nice bonus.
There is no errata on Divine Might. As ConcreteBuddha already said, the FAQ is not official errata, it's just The Sage's interpretation. You must assume, that every divine feat requires no action to activate, if The Sage would be right. But with all due respect, he is wrong. The Sage is usually right, but he's human too and has made mistakes before. All you unbelievers hear me now: (DotF, page 19, Divine Feats)
"Since turning or rebuking is a standard action,
activating any of these feats is also a standard action.
Third, you can't use the Quicken Turning feat to speed up the use of a divine feat."
That leaves no room for interpretation from you, me or The Sage. In addition, one thing bothers me. The FAQ provides no arguments, why rules have changed. I assume, that The Sage thinks he's not changing anything, just clarifying the rules. But he's certainly making new rules and doesn't realize it.
IMO, Divine Might is certainly too powerful, if it's used as a free action. Level 3 paladin can take it and such a character could have charisma modifier as high as +5. That's a killer damage bonus even at higher levels especially if it doesn't need any activation to use like most items and spells. It can be used multiple times per day and it stacks with everything.
Divine might is a nice feat even if it requires a standard action. It's a good choice for any paladin (not many paladins with low Cha) and fighter/clerics with decent charisma. I don't see any reason making it a feat, that EVERY paladin ever existed would be wise to take.