Basically, the reason I make this post is because every TP role that gets added / every role that gets reworked into a TP makes Cleric worse and worse. So, TL/DR, should Cleric be removed, and, if so, should it only be removed if the Deputy rework is implemented?
So, to give you a not so quick rundown of my opinion and my logic:
Every TP and TP-like role has strategy and interesting gameplay... besides Cleric.
Starting off with the base roles:
Trapper - was always my favorite TP in the base game, it gets info like a TI, and can kill evils without much downside (doesn't die like BG, or kill town like Crus). To compensate, it only protects every other night (if the trap is triggered).
Crusader - Can kill non harmful evils, at the cost of killing town. Requires you to coordinate visiting TP calls with other TPs.
Bodyguard - Probably the least strategic TP in the base game, but still has some gameplay setting up chains with a Cleric or Crus to kill theoretically infinite attackers, at the cost of taking TPs off of TPows and other confirmed townies.
Now for the modded role (Oracle) and reworks (Trickster/Admirer/Deputy):
Oracle - Essentially a Cleric, but instead of choosing someone to protect, you protect every townie that has a certain role. Very interesting, because I feel like it has two playstyles. You either need TPows to reveal or open claim in non set role lists to do your job and protect them. OR. You can make an educated guess on which roles are atleast in the game, allowing you to protect them without forcing them to reveal as TPow to get TPs on them. You also directly counter Starspawn.
Trickster - Half TP half TK. Essentially has the same protection power as a Cleric (except that it can't cure Poison) but only 3 uses (which makes sense, because it is, after all, a TK role and not a TP role) You can then kill IF you successfully protect someone.
Continued in the comments.