I have a question on why the dice for Warpriest on Vorp are being changed to just 3 dice. We used to get 10d6 on Vorp and it made the T5 Swf + orb battle clerics i play feel fun and keep up 70% of the time. Now its fire which many many enemies are immune to and +3 dice and light conversion so at most 3d6 temp? Seems kind've lackluster to me BUT i have a set of suggestions for this tree in particular.

1. Many people don't touch the attacks in this tree aside for Smite foe to get the local AOE heals. Why not the 2 or 3 attacks as i find 4-5 melee attacks is plenty for rotation. Smite foe, a good cleave and your Epic Builder and spenders, proper smite if you have it from DC.
2. Move the +1/+1 Hit and damage with Spellpower to the far left leading up to Divine Might Connected by arrows, which would make the melee weapon focused side easy to follow.
3. Level 6 core for sanctuary kind've is useful but i forget to press it, why not replace it with a Toggle for Wrathful weapons 1d4 Fire/1d4 Light or 2d4 total scaling with 125% Spellpower or 100% Melee Power.
4. Right side of tree Becomes +5 Light and Fire Spellpower +1 Imbue Dice T1,T2,T3,T4 for +20 spellpower for each and 4 dice bringing you to 5d4/5d4 fire/light or 10d4 total damage up to t4. So about 10-40 extra damage base in there, keeping in line with a Hybrid melee.
5. T5 for the Imbue tree is Divine Wrath, +2 Dice and +10 fire/light spellpower. Total from Core 3 and tree is +7d4 Fire/ 7d4Light and +30 Fire/ Light Spellpower. Also should in turn cut out some code for fancy things up here.
6. Now that the imbue is done our attention can be turned to the T5 cleave *shudders* ... its such a horrible thing to take as its 3AP and it is once in a blue moon up to snuff or useable. Id be happy for a new use for this tool. Maybe a thematic Undead killer to fit in with the Cleric idea and to make investing in Turns useful. +5W Cleave and benefits from all of the Smite Foe buffs you can pick up and autocasts Turn undead on use, costs 1 use of Turn undead. This would allow the Domain buffs to seamlessly fit in with a nice utility cleave with a cost. make it a nice 2AP.
7. Cores afterwards can stay the same etc. Nice rounded up tree, and DA seems to have synergy for Dice but i dont believe it would make the build OP in any way as the nice split between fire and light will be a net neutral against enemies that are healed by fire and or immune. Also DA is in its own a separate build and has benefits for its T5 over Warpriest. Especially in a caster Ranger hybrid for Debuffing and Inquis.

Overall i like the ideas for the dice to be uniform but i also fear that Eldritch strike and things like Embodiment of Law in DC that use character level in addition to dice are going to suffer dramatically and for the trade in offense could pick up more defense or maybe backload the power into the tree in higher cores. Overall love the changes and i think this is a good direction to unify a system ... hell there is alot of text for some feats like Enhanced Dice for how many toggles there are ....

For some context this was pulled from the post log over there but seems like a fitting thing to post as a standalone change.

Also in addition i believe some small changes like 20% Competence HP added to the t5 armor enhancement would fall in line with the HP changes and keep the 5% Sacred modifier in t4 for a total of 25%. A net 0 gain, that thematically fits in!