Oh, that original comment in the OP was mine. I had wanted to know at the time if other people felt the same, but the conversation moved on in another direction, as the OP mentioned.
In theory, my players were concerned by the low healing amounts on the spells by default. The expectation is that after a fight the cleric will heal everybody up to full if possible. Doing this just once really takes a huge amount of the clerics resources. This leaves them with only a few spell slots left. If you only have a few spell slots, you better keep them for healing, as you feel like a douche if somebody dies on your watch. This is partly about players expectations, but is a valid concern.
In practice, the life cleric is doing a great deal of healing and feels that if they were not a life cleric, they would seldom get to cast anything else. Other players in that group agree, the efficiency of healing means that the life cleric at least gets to throw out some Commands or Holds, which another cleric might not.
The war cleric in another group is definitely different, but not when it comes to spells. The fact he wears heavy armor and wades into combat makes a big difference in play style. The thing is, he uses almost all of his abilities for healing, since they don't rely on a large wisdom, like the offensive spells. He uses some buffs, but only after weighing up if they will prevent more damage than his healing could restore. So spells like Shield of Faith (+2 AC) get a run now and then.
Another players runs a Trickery cleric and I have to say the advantage on stealth ability is incredible, enough to make them a great subclass all by itself. There is always somebody in the party who is terrible at stealth, giving them advantage is just great. Having your scout be very unlikely to fail is also amazing. This player is great at using illusions, so I think he almost forgets he can heal. He is a not a great litmus test, as he is in a group with another healer and has avoided the 'healer label', so is no more pressured into healing than a bard would be.
I normally DM, but I have played a Light Cleric and he at least has access to Fireball and an incredible channel divinity. At level 2 he was doing something like 2d10+2 to everybody within 30feet. That just wipes out entire encounters. At higher level he has Fireball in a party with no wizard. As such he is the go-to-guy for blasting stuff, which is great. So, in regards to the question in the OP, the Light cleric at least has unique spells that set him apart as a blaster, something that the Life cleric cannot do, even if he does have more spell slots left over for blasting.