One part of the problem is that Priests AREN'T D&D style Clerics and it's a conceptual hurdle that people still aren't making successfully. I understand why; for all the differences between FC and D&D, most of the latter's iconic classes have a more or less direct translation.
Semi-related is that pursuing a gear-based alternative to combat healing isn't a viable choice unless you sink all your silver into buying potions, which at 50s a pop leaves you with 2 and no other gear at all at first level. Making your own is even worse. The crafting system is clunky and requires a huge and virtually ruinous investment with regards to your character's future options to start making health-buffing elixirs that only begin to replicate standard 1st level clerical abilities -- there's only specialty that makes the job easier and it isn't Cleric.1
The other part of the problem -- indeed the major elephant in the room sized problem -- is that the iconic D&D clric is considered to be a spell-user because healing effects are spell based and the only spell-using class people currently have access to is the generalist mage. This is a problem because the trade off for access to all spell types is that you're stuck with 0 level ones intil you hit career level 3, whereas specialists -- who are powerwise on par with D&D spell casters -- gain access to 3 schools in order to start off with the ability to cast 1st level spells. This is also a problem because specialist casters aren't available until Spellbound comes out some time in the never never. By which time I think Crafty may well have irrevocably broken the trust a number of the initial supporters of FC had with them.2
That said, there are ways around these problems.
The simplest would be to ammend either the Bandage feat or the core ability of the priest if your "cleric" is taking a path other than that of Life to allow them to make Refresh checks for other players using their own AD. It's not perfect, but it's a decent stop gap until 3rd level.
If you're going with a mage-based cleric, you might care to look at the Overcasting camapign quality I devised that owes more to the magic system introduced in the spycraft first edition version of Dark Inheritence
1. Healing potions at a DC of 12 to make and require Alchemy Basics (your bonus 1st level feat). Your max crafting DC equals your level + crafting skill bonus, so assuming a minimum intelligence of 16 that's 1 + 7 = 8. To also get Crafting Basics as your origin feat means you have to take the Artisan specialty, and that still only increases your threshold to 10. To get it to that magic 12, you also have to take the Gifted talent for the Basic Skill Mastery (Trader) feat, so you can't be a non-human potion maker at 1st level. And at the end of all that, you still need downtime to make your potions. It really is deeply sub-optimal for a cleric.
2. Yes I well understand the problems that have held SB up, but a lot of people aren't going to be so sympathetic that they'll wait 3 or 4 years for the release of what is a cornerstone of any other fantasy RPG, particularly given D&D 5th edition will probably hit the same general time as SB eventually materialises.