DnD 5E is more or less based around the idea that preventing damage is far more effective than healing it. The real value of a cleric isn't based on the healing they can do, although it's a plus to outright prevent a death for a downed character. It's the crowd control options and defensive buffs they offer.

Spells like Shield of Faith are actually really powerful when used on a character that already has high AC to begin with. There wasn't much that could hit my Bard with direct attacks after I increased his AC to 21 when I last played the EA about a year ago. At the same time though, having high AC isn't the be all end all tactic in BG3 compared to Solasta purely due to things like field effects and the prevalence of thrown items/special arrows, some of which don't have saving throws to prevent their effects. It's actually interesting to see if this becomes a major balancing problem as the game goes on, or it leads to much needed tactical variety. Considering the lack of proper reactions and the idea that it makes concentration spells way harder to use, it currently lands in the former category.