Extra dice of damage. Your hill dwarf misses the bonus feat.
Your forge cleric can be a human, same stats that matter, moves faster, and knows more cantrips and moves faster.
Assuming both clerics are forge clerics. 14 Dex is a bit more useful than 14 strength assuming you are not starting with 13 str (Dwarf has 14 str, 16 Wis, 15 con?). The human would have 16 Wis 14 Dex/con.
You used the bonus feat to get essentially the thing they already have.
One less bonus stat, and they move at the same speed because you're wearing heavy armor, remember?
For melee using heavy armor and a shield? Naw, strength is the better stat there. But you could start with 13 str if you want, since they don't get harmed by heavy armor even without it.
Again, Treantmonk has already outlined the entire Forge Cleric build from level 1 to 20. I think it beats yours hands down.
you have some odd ideas about optimization
No the shillagh cleric is in medium armor packing a 14 dex/con and maxing wisdom. The hill Dwarf will have +1 AC, the human gets 5' movement bonus.
Treantmonks optimisation guides have been outright wrong before as well. I focus more on level 1-10 as well, level 11+ is mostly theory craft.
Honestly I think the 5e Cleric is way more interesting and fun to play then the old school clerics.
Preferred demons/daemons to undead anyway and wasnt much a fan of modules in fact they seemed really pointless and disconnected from the charactersSure, we didn't call 'em Band-aids because they organized benefit concerts. But turning also made the cleric obligatory - modules, for instance, assumed you'd have one, so undead encounters were scaled appropriately.
When they introduced Priests of Specific Gods (someone will tell us when I am sure) I started to find the flavor improved.
My first 5e game had two clerics.I mean... I see a lot of Clerics. Two of them currently in my home group. Tempest and War. Both are pretty happy with their characters.
I am not sure I have seen a 5e group yet without a Cleric.