You know what this is a game for new players and we are supposed to be teaching so lets do it. Please forgive me for the long post but at some point it would have been best to explain the mechanics of everything anyway. Please note I am doing this specifically for Clerics but will be happy to do it here or in PM for any other class.
The Con never was really bad it was always a 13 doing this raises it up to a 17 and yes it is a fine idea to switch them up.
Lets do him by the numbers (16,16,12,10,9,4)
Str- save for one build from a min/max perspective this or Dex is going to be the next area for a cleric to take.Str lets you carry the heavy shit, makes you hard to push around, speeds you up in heavy armor, and lets you hit like a freight train.
Cons- This stat puts you right on the front lines of battle you need to be ready for that a high Str character cannot sit back and heal from afar they have to be preventing damage to others by being the one to take it.
Dex- Once again you are going to pick one to dump and one not to Dex lets you dodge incoming fireballs Clerics pick one to specialize in and one to dump it really depends on what the party needs. By selecting your weapons correctly this stat turns into how you hit and dmg.
Cons- Everyone may think the better the Dex the better the AC but that is no longer the case, lightly armored characters can still get away with it but as soon as you done medium armor anything higher than a 14 is a waste and heavy armor will turn anything at all into a waste. High Dex is great if that is the way you want to go but it can be limited by armor choices. Because of this having a low dex is no longer the penalty it once was.
Con- This determines your hit points as well as allows for Concentration checks I would have suggested you make Con saves proficient asap, the minimum for a respectable Cleric is going to be 12 no matter the build. This stat is one of the best ones in the game and has been for pretty much every edition.
Cons- none you need this stat when it was suggested to make it the shining area honestly I was all for it.
Int- This one is okay to have it covers your knowledge which is good to ask your DM for hints as to monster weaknesses and often aids in puzzles
Cons- Clerics have a lot going on leave this one to the Wizards. Sure you can help out by being a walking encyclopedia but at the same time, you simply have too much to do to bother.
Wis- This is your spells without it you cannot get higher level spells, your dcs for your spells look here you need this as your highest score period nope I don't care take your wisdom and like it.
Cons- Why are you looking here? What did I just say? Don't argue with me take your Wisdom and like it.
Cha- This is your social interactions in most games you can let someone else be the face of the group. It is not really a dump stat because when this save is a needed boy is it ever needed. It is good for most to have this around 10-11.
Cons- This one is not as often used for Clerics once again much like Int you are simply doing too much to bother.
Now having said that about Cha we have to take into account the wishes of the player and the type of game. I originally suggested this build because I by no means expect people to be min maxing this is a newbie game for people to be exploring. There is also the glaring disadvantage of that 4 and there is only one real place to put that. Watch:
Str- Carrying capacity nuff said if you had something like an 8 sure but 4 will limit you just too far
Dex- THE PLACE FOR IT
Con- fuck no need HP
Int- Social game don't be stupid (litterally 4 is barely out of animal intelligence)
Wis- Why the fuck you looking here go back and read the pros and cons section
Cha- Could be the place for it if not a social game.
So we now have our 4 and if you have been paying attention out 16
Str-
Dex-4
Con-
Int-
Wis-16
Cha
Here is the fun part there are 3 areas for that remaining 16 because I thought the player wanted high Cha on any character I suggested Cha but since he doesn't mind average there really are only two Str and Con. But wait there is more we need to look at the rest of the party. We have a barbarian with a ton of str already a ranged fighter and a sorcerer... This team should be good on dmg and you are adding a bard to the mix... Let's go ahead and hit up the Con to make him survivable.
Str-
Dex-4
Con-16
Int-
Wis-16
Cha-
Now we come at last to where personal choice really matters most the 12 will be servicable anywhere and the 10,9 will just be what is rolled and that is highly personal. I would actually suggest 12 Str now that I know that social butterfly is not what is being looked at. There is no mechanical diffrence between 11-10 so really the others can fo there and we are going to add being human to the mix
Str 13
Dex-5
Con-17
Int-10
Wis-17
Cha-11