1. Changes in mechanics that have nerfed clerics:
Easier access to advantage for attack roll, along with lower AC's, allow other classes to consistently make attacks, while cleric's Sacred Flame remains stagnant. This won't matter as much when we reach higher levels, get a higher Spell save DC and more Spellslots to cast actually good spells.
Increased sources of unavoidable damage equals more concentration rolls, and the cleric relies heavily on concentration. I think Larian needs to brainstorm how to balance the concentration system if they intend to keep these sources in play.
Saving throws on persistent spells take place on the beginning of an enemies turn, as opposed to at the end. This is a significant nerf to control spells such as hold person or bane, because your opponent must fail 2 saves to have any penalty to their turn.
Particular to Trickster Clerics- Blessing of the Trickster should not require concentration.
2. Things clerics don't have yet because EA, that makes them feel weaker:
Spiritual weapon gives clerics a strong attack on their bonus action without requiring concentration. They should get this at level 3. Once this is implemented Clerics will feel much stronger.
Light Cleric's don't have flaming sphere yet. It functions similarly to spiritual weapon.
Trickster Cleric's Invoke Duplicity is supposed to function as a perfect Silent Image that you can move with a bonus action and cast spells from. I feel like this will be in by release.
Once we hit 5 we will have Spirit Guardians and be fully online.