I'm going to bug report this, too, but I understand through examples, so I decided to grab pencil and paper and try and convert my existing clonk, Terebinthia, into a similar build under the new alpha system. I've popped it in here in case it's useful to anyone else.
Right now she's a 18/2 wisdom based casting clonk with 3 feats invested in spell penetration, because I want my spells to land, dammit! I have no interest in TRing her whatsoever, so I need to make her work in the new system as is.
Her enhancements on live, in no particular order, are:
Radiant Servant I and II
Dol Dorn's Champion and Unyielding Sovereignty (because it's a prereq and sometimes US is very handy)
Charisma II
Wisdom III
Divine Vitality I (because it's a prereq)
Improved Turning (because it's a prereq)
Wand and Scroll Mastery I
Human Adapability (Wisdom)
Greater Human Adaptability (Con)
Human Improved Recovery III
Human Versatility I (to get AP requirements, although I also use it for UMD)
Way of Patient Tortoise I (HP but mainly filler enhancement)
Racial Toughness III
Improved Heal II (prereq)
Prayer of Life I
Prayer of Incredible Life I
Spell Penetration III
Smiting I (so 20 light spellpower on live)
Life Magic IV (so 80 positive and negative spellpower on live)
So.
What can be done under the new system?
I decided to tackle the Human tree first - 22 points to spend here if I want Human Improved Recovery III.
I went for
Human Versatility (skills and spellpower) - 1 AP - an improvement from live since spellpower isn't an option
Human Adaptability and Greater adaptability (as before) - 4 AP
The new action surge, in part because I needed the points, but also because it looked interesting - 4 points, needed to make the points allocations work.
Human Improved Recovery I and II - 4 AP
13 APs and so far so good - but I need 22 in total to get the third rank in Human Improved Recovery. That's 7 points of fluff to find to spend to get back to where I am on live. Not good. I would probably go skill focus of some sort and perhaps Don't Count me Out, but that's really not ideal. But 22 points is what's necessary so 22 points go in.
OK, on to the Cleric Enhancements - 58 points to spend. What's glaringly obvious is a) no spell penetration and b) you have to spend 42 points in the healbot domain to get aura. If anything the aura is even more important to a caster cleric as it's the way you have to make your spell points go further. You just can't leave efficiency like that on the table. I fully agree with the variety of posts that say this needs to be moved to be an ability all clerics can pick, or be made cheaper, or some blooming thing.
Anyway, I picked
Extra Turning III - no space for a charisma buff so my UMD gets nerfed too, boo. But the extra turning will help make up for it, plus an extra turn (although even as a charisma dumped cleric I rarely run out). 3 points
Wand Mastery III - need it for the 5 prereqs, and this is an improvement on live. 3 points
Efficient Empower III - I don't need this on live, but already I am struggling to find stuff to spend things on, and at least it helps with spell point conservation. 6 points.
Pacifism (picked because it's a prereq only, yuck - why would I want this? I struggle to think of even a raid scenario where I would want this) 2 points
Ability score increase (Wisdom) II - 4 points
Unyielding Sovereignty (I like that you can choose your faith via a feat at the start, I think that's much more logical. But where have the Silver Flame and Undying Court options gone? Far better to have this be one of these options depending on your faith choice, and make it part of the core cleric tree) - 2 points
Improved Empower Healing (was an OK choice, and I am really struggling to find must haves here) - 2 points
Positive Energy Burst, no brainer, 2 points
And of course the Aura - 2 points
That takes me to 26 points - but I need to have 40 points in the tree (42 once you have purchased the aura) so again, I am forced to spend a mighty 16 points on fluff that doesn't interest me to get to my previously core ability
I am also down by 1 wisdom point compared to live, and my Spell Penetration has gone the way of the dodo. I can't get the Spell Pen, but the ability point is available if I go to the protection domain and spend 10 points there (12 with the ability point). This will leave me with 4 points to blow in Monk.
All good, right? But sadly, there's very little to interest me in the Protector domain. I eventually plump for:
Toughness III - 3 points
Awareness I - complete junk, but it's the only 1 point ability
Close Wounds - potentially interesting SLA - 2 points
Efficient Metamagic, taken twice - 4 points (undecided which I'd choose)
Ability score - Wisdom - 2 points
So 4 points left - at the moment looking at what's visible I would probably go Shintao and take 2 ranks of the defensive stance.
So what's missing? I'm down 2 points of Charisma (annoying), 3 points of Spell Penetration (very annoying). I've had to spend a ton of points on fluff to get what I want.
Spellpower comparisons
Positive: Live - 80 Lama - 63 (Healing Domain) + 12 (USP from Protector Domain) + 4 (Shintao) + 17 (Heal skill wisdom mod) + 10 (3 ranks in Altruism, one of the fluff enhancements I'd take) = 106. I thought there was an additional boost of 25 from Improved Empower Healing, but that is just replicating the second tier of RS on live, if I have understood the comment below directly. Still a mild improvement without slotting in Heal or Spellcraft.
Light: Live - 20. Lama (42 (Healing Domain) + 12 (Protector Domain) +5 (Int mod for Spellcraft - is this right for Light damage?) = 69 - big improvement
Negative: Live - 80. Lama 12 (Protector Domain) +17 (Heal skill wisdom mod) = 29. Big drop. I almost never use inflict spells personally, but think it's worth flagging up.
Everything else: 12 (Protector Domain) +5 (Int mod for Spellcraft), apart from Sonic which is just 12 from the Protector Domain. Mild improvement.
Crits: I understand there's a generic autogrant feat for spellcasters which covers this, and on balance for me it probably works out better.
Overall that's positive, but the reduction to negative spellpower does bother me.
So, my final review is this:
1. Find a place to put back spell penetration, and divine might, while you are at it. The protection tree as it stands is horrible, if you are only going to have two paths, then the more martial / offensive caster aspects have to go in there. Get rid of some of the junk SLAs or something.
2. Stop making us spend lots of APs on fluff to get to the stuff we want, in particular the radiant servant aura is way too useful to leave on the table, and is useful to way more than healbots.
3. Stop pigeonholing the class. Clerics can do way more than heal and buff.
I've had to do this on paper (can't get into Lama so please do point out if I've missed anything in the spellpower calcs).