Some thoughts:
* Level 3 "Minor Globe of Invulnerability" changed to "Glyph of Warding"
Glyph of Warding is already a level 3 spell.
* Upon applying Domain Power, both the target and self gain 50% physical damage reduction for 1 round
If this is upped to 2 rounds it'd be an interesting alternative to timestop. With just 1 round it doesn't allow for much, if I'm hasted I could get another spell off.
* Domain Power: Casts Great Spell Breach, replenishes every 3 minutes (lvl 18+ cleric/fs only)
This is interesting, looking forward to trying it out.
A lot of the spell changes seem interesting but I don't have any meaningful commentary for it. For example the fire domain looks especially fiery and that sounds like it'd be fun to play with. Air, water and cold I'm having a harder time envisioning how it'd play out, I'd want to experiment with them. I'm not sure what to think of timestop, it seems to purely be to escape. It doesn't allow clerics to start their self buffs due to the 100% spell failure rate. Maybe a melee cleric could use it to get into melee range of a target that's running? I'm not sure.
There is plenty of feedback that players would like domains to offer infinicast cantrips/orisons, but since domain spells are edited through domains.2da changes, which is a hak change and hardcoded by that nature, it is likely that we can't do it via conventional means, pending more extensive investigation and testing. But what we can do now is to allow domain powers (the accompanying feat that can be an active button) do something similar to infinicast orisons, if not better, to both provide caster clerics something to do as well as differentiating the cleric class from the wizards.
The one thing that the new cantrips do is give a steady supply of 5d6 damage spells. Clerics get 1 damage infinicast out of it, which is a negative energy touch attack. I've played around with it and it actually works pretty well, it gives me something to do if I use my illusion domain color spray to daze things. Without it I wouldn't even bother with color spray because it has a high likelihood of drawing aggro onto myself and off my elemental, and my elemental is more than capable of handling the random things I throw it at. If I can also do damage while I'm casting color spray it feels like a more meaningful choice.
The only thing I'd ask for is also getting a ranged infinicast spell. Flare would be a really good choice, if that could be given as a cloistered path bonus (maybe other caster paths could get it too?). The only other cleric spell that sort of fits is Searing Light, but it's a bit more powerful. It's 5d8 against most things, 10d8 vs undead, and 5d6 vs constructs.