Sorry to come back to this again, but my thinking was this:
The designers wanted to resolve a problem with the 3e cleric, when doing his 'leader' stuff meant that he wasn't getting to do fun stuff himself, and getting some of the glory of the attacks. So they changed that by (a) allowing healing word as a minor action and (b) making the clerics buffs into side effects of his attacks.
Is that really so different from the Warlord, though? Both classes heal as a minor action. I think it helps that the Cleric's abilities are flashier, so that it's less noticable that the Warlord often does more damage.
That said, there are differences. Strength Clerics typically do weak damage (Not what you'd expect from the "Battle" path), but are very good at healing and have a number of attacks that push, knockdown, mark daze, ect. They're very defenderish overall.
Wisdom Clerics have lots of range and aoe attacks, and can pull off lots of flashy magic only stuff like summoning chariots and spirtual guardians and what not.
Warlords by contrast, have the fewest number of powers that don't benefit their allies in some fashion, but they tend to do very solid damage. Just sticking to PHB powers, Warlords can do 3W with a daily at level 1, and the same with Encounter powers starting at level 13.
Battle Clerics don't have a single 3W encounter power until level 17, and no dailies that do that much until level 19.
Which is just a roundabout way of saying that a Warlord typically throws around a lot of W dice and benefits more from a high damage weapon than the other leader classes thus far. A Bravura Warlord also has a more aggresive bent than the other Warlord paths.
On the other hand, you can play a tactical warlord and rely heavily on powers like commanders strike instead of your own basic attacks, or play a resourceful Warlord and use a lot of ranged powers.
For a very team oriented player, Tactical Warlord is probably the most appealing. It can offer huge bonuses, lots of extra attacks and movement, and really benefits from cranking Int as much as possible.
Charisma Warlords on the other hand, don't need to crank their secondary stat as much. Many Charisma powers are 1/2 level+Cha or 10+Cha so it's much easier for an Inspiring or Bravuara Warlord to shore up Dex/Con, get a good weapon, and qualify for more weapon/armor feats to make themselves a better combatant.
The Warlord is a team player with any build, but there is definately room to tweak the class for preference.