Like @sorcerervictor I think the HP bloat nerfs casters. The offensive cleric cantrips should be roughly equal to the wizard cantrips but because one relies upon "to hit" and the other on "savings throw" the are nerfed. Do you find yourself using sacred flame often? Hold person?
Hold person should be a devastating spell that made the cleric a formidable foe. Lose a savings throw and then the enemies get free critical hits. But if missing "to hit" is rare the power of that spell goes away. The enemy has to: lose savings throw (1 round), get hit (second round) then gets another savings throw to get free in the third. Now if we were dealing with MM HP that critical hit would either kill or severely wound. But with bloated HP / lowered AC you are better advised to take the hit three times in a row than to take risk on two savings throws being lost in a row. Right? Whats better 3 near certain hits or a spell that may produce nothing on successful save with a payoff of the equivalent of two hits and a smaller chance (using Baysean probabilities) of getting to four hits in 3 rounds. Giving up three birds in the hand for a remote possibility of four in the bush is a bad gamble.
When Larian decided to change this rule I don't think they understood the waves it would produce.
Granted wizard cantrips are currently OP, they shouldn't have the surface effects. I want to see the 1d10 returned. Let them catch things on fire but don't give a guaranteed 1 point of damage. (In fact I've found that it's better to make a high elf cleric with a firebolt cantrip and a bow proficiency than to use sacred flame at all)
We will all notice the nerfing on higher level spells. Sleep is already nerfed only putting one or two enemies asleep. Fireball will be nerfed as well.
And yes, one or two eldritch blasts should take out a standard goblin.