I like no few of my fellows have been turned off of late largely because of both factual evidence and less definable "gut feeling" instincts when it comes to divine casters. especially light/positive energy specced casters and melee/medic type builds.
from the fact the cleric enhancment for buffing light and positive only start at 20 spell power to arcane casters 40 for elements, to the weapon slot in the form of a staff becoming virtually the only viable tool for buffing spells limiting melee weapon wielding healing clerics and fvs. It all leaves a sense that the Devs are trying to force us to the back of the bus and even give that seat up if we wish to do anything other then play nanny for the ones actually playing the game and having fun.
For a long while I have agreed that healing can be almost OP and for a time was virtually a must have in most content( until we learned it all by rote) I have made some pretty controversial suggestions like dropping healing shrines, and make items like ham with reasonable cooldowns but require you to sit still for a few minutes be a viable and more immersive way to rest and recover while redesigning dungeons around casters using a single blue bar unless they use pots.
However the way it was done in the update has done more harm then help to cleric players and the game in general. Once again I see far more clerics when I pug willing if often sadly willing and even forced into a pure healer role, even in undead heavy quests.
Now I may have some facts wrong, but if I understand it correctly, currently Spell power effects certain positive energy spells like heal, and light dmg spells in general are only at 50%. Ive also heard meta magics are only working on positive spells when used defensively and not in anyway when used to do things like hurt undead. This is so wrong as a Heal spell has long been a classic way for a powerful cleric to drop a powerful undead too strong to be turned.
If all the above is even close to accurate, then my suggestion which is both a nerf and buff in one may I feel be the answer.
Allow every character at creation or perhaps through a minor quest similar to the dragonmark one that gives us our free feat exchange, pick a religious faction. Be it racial or one of the general ones as appropriate.
Then make it so all cure magic effects those of differing faiths at only 75%, while making those of the same faith operate at 100% and make those of the same race/faith gain a 125% effect. Do this rather then the imbalanced spell power lines and certain spells not getting any significant buffing from spell power.
This would also help the currently downtrodden WF( cant even believe I am feeling sorry for them but I do and this comes from a Drow fan who has had to listen to fleshie caster insults for years) as then They would heal themselves( obviously you count as your own race and faith for purposes of the inherent effect) and other toasters very effectively( although I have long argued the lord of blades would logically grant his forged repair not cure magic but hey so much for logic)
Would this form of RP spiritual and racial preference hurt the game? I doubt it, long run most will gravitate toward the Host as most clerics,pals etc take it for its awesome heal click at lvl 6. Likewise it will allow forged to count more reliably upon those who serve their god faithfully for healing.
finally considering adding some epic gems for red slots that can increase spell power for each line, so if instead of DR breaking those toasters want to slot a huge positive energy or light energy spell power to their ESOS could.
But what it would do is allow them to break up our healing enough the current reasoning the devs gave us for the spell power inequalities between arcane and divine would be less needed, and still create a need for good role play synergy when grouping for challenging content.
Some additional perks could be things like those of the silver flame receiving some form of benefit against or from evil outsiders etc.
The fact is those of the same faith traditionally flock together, and faith when magnified is the most powerful force in D&D.