I think it is a clear improvement on the tabletop version of the ability, where you get (cleric level)% chance of getting an effect that might not even be what you asked for, if the DM feels like doing a bit of monkey paw shennanigans. And any success is followed by X days before it can be granted again. Even in Solasta, where you know the outcome (you get a powerful Avatar to aid the party for 1 hour) and you can do it every long rest instead of once every X days, it is a pretty useless ability because it only has a 10-16% chance of doing anything.
Having 4 different on-demand uses for Divine Intervention that can be planned around really does feel a lot better, at least to me.
However, predefined outcomes with a "reasonable" probability of occurrence, or evened lessened outcomes with a higher or unit probability of occurrence, could be implemented. As it stands, the ability is not guaranteed to impact gameplay as hoped for (e.g., save the day when confronted with a dire situation), and once it is used, the cleric effectively has no 10th-level ability, while the moon druid continues to transform into elementals.
Note also that if the game is ever expanded to allow for a level increase to 20, then the ability will need to be retconned since the PnP cleric capstone is divine intervention with guaranteed occurrence.