Well, at 8th level the melee Cleric is doing 2d8 + ability mod + magic weapon perks on a hit. That can be significantly more than just 2d8, but it's very dependent on gear and build. Sacred Flame has good baseline performance that's harder to improve. It may be a case where melee Cleric holds up if you go all in on it, but half measures don't pay off well compared to just spamming a Cantrip.
Though it doesn't hurt to consider the side benefits of being on the front line. For one, you're part of the front line. In a small or ranged heavy party, having an extra body to help there can make a lot of difference.
Yeah. Well, as I said, my forge priest made a very good brick wall. Good HP, great AC. But, standing between the fighter and the barbarian, I'm just doing so little damage comparatively that realistically, I might as well not even bother.
I mean, even at 8th level, I had a magic mace with gauntlets of ogre power, an the Ild rune (Against the Giants) that meant I was doing 3d8+4 points of damage on a hit (Forge Priests get that smite thing at 8th level). Great. Fantastic. But, that ate THREE magic items AND a class ability and two Attunement slots.. Just to do, on average, 8 more points of damage per round than my cantrip.
At the end of the day, it REALLY wasn't worth it. I should have just stuck to spamming Sacred Flame and then have a wand or two.
Never minding that at 11th, now my Sacred Flame is doing 3d8 damage. So, effectively, my three magic items and a class ability would net me +4 damage. Whoopdee freaking doo.
Granting a second attack to clerics at, about , say, 7th level would go a LONG way towards allowing Fighty clerics to shine.