So, in a putative DFD Clerics, what kind of things would you need?
Fighting Cleric - essentially, a bridge between the spellcasting of the Cleric and the fighting of the Holy Warrior. Not quite so dedicated to fighting a single type of creature - save that for Holy Warriors and a spellcasting-oriented Holy Warrior - but still more dedicated to combat. You'd want to give them access to more of the advantages that really cause the have/have not split of DF - Extra Attack, possibly Weapon Master (I'd lean to no, but still, it's possible), Combat Reflexes, Enhanced Block, Enhanced Dodge, and Enhanced Parry.
You'd still want significant spellcasting, or you're just a Holy Warrior.
Holy Caster - a cleric that even further de-emphasizes physical combat. Lower ST, DX and HT unchanged, and higher IQ, with extra points available for spells and holy abilities.
Holy Might Cleric - not every cleric needs a lot of spells. This variant would reduce the points in spells and increase those in Holy Might. A minimum investment in Holy Might skills - probably 20 points - would go a long way to making them distinctive.
A lens wouldn't be out of place, either:
Hammer of God - add Higher Purpose and foe-specific skills to a cleric lens, allowing for anti-undead, anti-demon, and anti-evil cleric focused clerics.
I think this might be a hard sell, given DF7. But still, there is a lot that DF7 did not cover that the DFD series did. Lessons learned and all of that - it's why DFD: Swashbucklers covers more ground than DFD: Barbarians. Sean leaned from what I did well and what in retrospect I could have included but did not. So it's possible a DFD: Clerics could work. If Pyramid was still around, it would be a fun article.