I also am finding the dip into Cleric really entertaining, like to actually play it out with the early dip instead of just at the lvl cap. Main reason is that you get the flavor benefit of having a deity, plus access to 3 of the most powerful low level spells in the game. Command, Healing Word, and Sanctuary.
Command can stop 'em in their tracks when other spells may fail, and remains pretty useful at any level.
Healing Word keeps the party on their feet when someone is downed.
Sanctuary can be used to kite the enemy around or to make for quick exits. It's similar to invisibility like that, except the bads won't pause to look around at the last location, so you can use to redirect agro after the opening salvo. Might still get nailed by AoE on occasion, but for the most part it's reliable, and allows you to get all up in someone's face then just stare em down which is a nice touch hehe.
Seemed pretty badass for a dip there, especially with a Clerical domain that grants access to heavy armor or martial weapons, cause the heavy equipment abilities/spells are so strong in the itemization throughout. Like just being able to swing a Greatsword twice in the early part of the game as a War Cleric, and you're basically doling out hits like a fighter even with a strength of 8 lol. That's pretty wild. Tempest was also cool for a similar vibe but stormy. I was trying to combine with Sorcerer just to be some absurd dragon mage with all the armor, cause you can still hit the lvl 11 spike, even if it's delayed. Feels like a backward Kensai/Mage or something hehe. Twinned spell for Sanctuary can be kinda interesting too, it's basically like blinking out of combat, but costs very little on a bonus action/sorcery points. Losing the extra feat is tough, but the dip is nice just to have an extra class dialog option in most convos. Like mixing something with Bard then you get all the Bard convo options too, so that can make up for a lot. Some of the Cleric options are pretty entertaining depending on the gods.