I read the version in Trailblazer now and also realized that it would be hard to match Divine Vigor in with Evil Clerics if I didn't allow them to heal themselves. The Trailblazer version does not allow a saving throw against Lay on Hands (called Divine Touch in my version), the version in Unearthed Arcana does, not sure what to go with.
Thinking about replacing Charging Smite with Trailblazer's Renewed Smite. This removes the doubling of damage but the ability works even when not charging.
I might rework the Divine Aura completely based on Cleric Domains. I originally wanted to allow this Cleric to choose domains as well but then realized that the Chaos, Evil, Good and Law domains only affected spellcasters in their current form. Maybe this Cleric should choose 2 domains, one alignment domain at first level which basically just grants Aura of Chaos/Evil/Good/Law and the ability to smite the opposite.
The second domain is chosen at 3rd level (or possibly also 1st but remains ineffective for 2 levels) and grants Divine Aura relating to that domain (will start working on some domains soon, suggestions are welcome).
Trailblazer's Divine Weapon looks nice, but it is stronger than Divine Sword (usable more times per day, more powerful and available earlier as weaker version) as I implemented it currently. Reading trough Trailblazers I feel all of the classes are slightly stronger than their PHB variants. The Paladin there has most of the abilities (not Divine Might, Divine Strike and Divine Vigor but those that remain are stronger) presented here in addition to spellcasting.
My intend it to make this Cleric class a good replacement for both the PHB's Cleric and Paladin, but without any real spellcasting.
Roleplaying-wise the spelllike-abilities should not even look or feel like spells but more like intuition, faith and divine guidance on which the Cleric is concentrating (the standard action). Divine senses is probably not gonna make aura's visible but the Cleric will know and sense their location with such precision that it is as if he could see them.
I would recommend that the smite and detect abilities function on infidels, regardless of alignment...
Forgot to comment on this last post. I think it's hard to define boundaries on what are infidels. Just changing Smite Evil to Smite Good, Chaos or Law was easiest without changing balance or game mechanics much. Smiting infidels is of course what the class should ideally be able to do. But I can't figure out how to implement it.
It's too general in that deity choice doesn't matter much. It's too specific in that alignment choice matters a lot. I strongly recommend a basic template that doesn't rely on alignment to color its class features.
Alignment is a lot more free than in the PHB's Paladin though. Choice of deity influences available alignments. Once I implemented new domain powers deity choice should become more important.
Current changes I will work on / have to think about:
Divine Aura will be reworked completely based on Cleric Domains.
Divine Touch allows evil clerics to heal themselves, otherwise unchanged.
Replacing Charging Smite with Trailblazer's Renewed Smite.
Replacing Divine Strike and Divine Sword with Trailbazer's Divine Weapon (not gonna be 5/day though)
Divine Might might become usable more times per day but for shorter durations.