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Spells: a cleric knows every spell moment he has access to that level, for example at level 3 you gain access to every level 2 spell so are no spell choices because you get them all
Channel energy: you get an extra 1d6 channel damage every odd level up to 10d6
Clerics additionally get some domain perks based on level but is no capstone.
So it's accurate clerics main power is from channel and its spells which scale as you level up and the fact it can cast in armor just fine.
Edit: be sure you go into your spell book and click the level 2 tab and slot your spells in.