Hammer, my apologies; the table I was looking at earlier was the number of bonus spells you gain at each level, not the total number of spells you know. Sorry for the incorrect numbers.
Having played a cleric, I will toss my two cents in to try to help clarify. Cleric spells are divided into spheres of influence, with certain spells associated with each sphere. The spheres associated with your deity are usually determined by the DM.
You are able to use any of the spells associated with your sphere(s); you don't have to choose only a certain few to know.
You "prime" your spells by choosing the ones you want to use during a particular period (say for instance for that day) according to the max number you can know, and you pray to your deity. The deity then grants you the knowledge of those selected spells, and they are then "primed" and ready for casting when you need them. After you use them (or don't), you are then free to select other spells, if you wish, the next day. You have access to any spells within your deity's sphere(s) of influence; you just have to adhere to the number of spells you can know at a given time. So if your deity has 10 1st-level spells in its sphere(s) and 10 2nd-level spells, you can select any of them you wish to use that day, as long as you pray to your deity to have it put the knowledge of that spell in your head for that day's use.
In my opinion, this gives a cleric greater magical flexibility than a wizard, as you're not locked into knowing only certain spells that you've memorized. Your deity gives you temporary memorization of a spell, and it can give you memorization of totally different spells tomorrow.
Again, just my two cents' worth. Humbly submitted in hopes it may help you. Apologies if my rambling confused you further-hehe.