The point I was trying to make is that the risk you take with Divine Spell Power is
easily eliminated. It's not hard to get your turning check high enough to boost your CL every single time, with zero risk. Example:
3 from CHA + 3 from the feat + 2 from having 5 ranks in Knowledge Religion + 3 from Circlet of Persuasion + 2 from Glory domain = +13 turning attempt with DSP. With a roll of 9 or higher, you get the +4 to caster level. Even with a roll of 1, you get a +1 to caster level. Zero risk. And note that the example above is
hardly optimized. The average level 10 cleric will have 5 ranks in Knowledge religion, and gaining the Glory domain is easy. Any cleric with levels in RSoP, Contemplative, etc. will likely have the Glory domain. Plus, there are other methods of increasing your turning check that I've missed.
But it's true that any cleric going the DMM > Persist route likely won't find DSP very useful. Also, anyone whose turning check is below +6 should never take this feat. But for someone who's only going DMM > Reach/Quicken/etc., DSP can be a very useful tool to have.
On the faith feats, I don't see a DM any more likely to forbid them than he would DMM/Persist. Seriously. The thing about faith feats are, they are great for saving your life and for ensuring your enemy doesn't resist your spells. "Ugh. I just rolled a 3 on my Reflex. I think I'll spend 3 faith points to boost that save..." *average of 10.5 added to the save*
Hmm. Maybe I should post my "Holy mage" cleric build on here... the way to heal your allies and to stop your enemies is to destroy them before they ever get the chance to act.
EDIT: Oh yeah, Divine Retribution. Why it's nice:
1. 10 mins/level, so no need to persist it.
2. PASSIVE DAMAGE. If any foe targets you for ANYTHING, they take damage. If they attack you multiple times in a single round, they take damage EACH TIME. Regardless of their location, situation, etc.
3. Even if a foe has Evasion, they still take half since it's a Will save.
4. Even if they have Fire Resistance, they are STILL going to take some damage since it's half divine.
5. Use this with Sanctuary + summon spells and watch your DM cry.
6. For the cost of a single 5th level spell, you deal an indefinite amount of damage to your foes every time they target you, costing you ZERO ACTIONS. Just cast it while you're casting all your other buffs before delving into that cave.