I think you are focused on ranged completely yet not optimizing for it and you have nothing going on for your melee ability. Also there are some feat choices you have that are just plain horrible feats. Power Critical is a complete waste of a feat. Your to hit score factors into critical confirmation, so with a high BAB class plus any other perks you have going on, you do not need power critical at all.
Likewise, Mobility and Shot on the Run are not needed, Especially with Fighter Kensai. Mobility is just plain silly as a feat. you only get that AC boost while tumbling and within a second of standing up it's gone. You are way better off getting 2AC and additional Damage Reduction by just standing in place and blocking(with or without a shield switchin) than by getting 4AC and no DR. Keep in mind that the base amount you block is factored off of your BAB, so a full BAB class like fighter,ranger or pally will have a noticeable DR just by hitting the block button. It pretty much makes Mobility a wasted feat that is only taken to fullfill pre-reqs like Tempest ranger.
You also have a false assumption that Bard dilly + Turn undead is good CC. You Turn Undeads will be useless in mid level to higher dungeons with only 6 Cleric levels, even if you gear out with turn undead booster. You will find that doing Burst with Empower Healing on is way better than using a Turn Undead charge to try and kill the undead outright. My lvl 13 Cleric is currently Bursting for about 200 damage non-crit. I have Hallowed and some other boosters and I find that even with all that if I have a group of about 10 to 15 undead around me I may kill about 7 of them. Keep in mind that the number of targets you can turn is also part of the whole cleric level equation. Whereas with a burst I can hit all 15 of them for 200 damage, heal my party for around 180 (they have healing amplification) and remove any stat damage or negative level damge. Turn undead just isn't worthwhile when compared to Radiant Burst.
As for the Bard Dilly, it falls under the same problems with DC. Having it based off Charisma on a build that is average or lower on Charisma and no DC boosting focus items...it's nigh unto useless even though it targets Will saves instead of Fortitude which are generally lower. I have a 16 Wizard specializing in INT and CC spells. I started with a 20 INT, have put every level up point into it, crafted a greater focus for +2 DC and have both Focus Feats in my school for 2 more DC. With all this combined, on even level, hard-content quests my CC spells are adequate. Not superb, but adequate to good. I'm probably at about 70% to maybe 80% of effective. If I throw priming spells to shift the odds a bit more on Will saves, I become Excellent at locking things down.
Compare this to your Charisma stat that is not being pumped up by anything other than a +6 Charisma item...You will find that in the 3 seconds it takes you to cast your Facinate that you will be beaten to a bloody pulp unless you've raised your stealth and move silently. (you can stealth in and cast that in the middle of their group, my bard loves this aspect
)
Ok back to the other issues though. Going Cleric will add some very nice healing, that is true, but you also lower your BAB which means less to-hit, less critical confirmation, less attack speed and less damage reduction from blocking.
I think you would be better going Ranger 6 and simply not choosing a path, continue your elven arcane archer. By going Ranger 6 instead of Cleric you significantly boost your ranged damage as well as provide yourself with at least some modicum of melee. You also get 5 feats that you want in 6 levels which is huge bang for your buck. Ranger 6 will get you two favored enemies at +4 damage each category, it gets you the Rams Might spell which is +1 hit and +3 damage for your bow and melee (it's a Size bonus so it stacks with enhancement bonuses), you also get your Bow Str, Rapid Fire, Many Shot, TWF and ITWF feats and Ranger is a full BAB class as well.
If you are specializing in archery, you absolutely must get the IC: Ranged. When you combine this with one of the higher crit range bows available, Silver Bow is cheap, useable at level 6 and easy to get from a low level quest to boot. This will give you a 20% crit range which against non-undead/construct types is where your damage is.
The paralyzing bow is not a bad idea, but you need to get used to the fact that you will want multiple bows for different situations. Your DPS bow is going to be Silver Bow, GreenSteel Lit bow or Sinew until you epic. Any of these will do respectable damage, I forget what the math posts showed as the best, but I believe it's greensteel when you can craft it.
So my advice is even though you can get that +1hit with longbows, keep in mind that Cleric 6 is worth +4 to hit in terms of BAB, while Fighter, Paladin, Ranger is woth +6 to hit in BAB. So Paladin would get you that +1 on top of the +6 while Cleric effectively looses you -1 to hit unless you get to Cleric 7 for Divine Power or use DP clickies.
Also, you are mistaken about Paralyze. Although it seems like it should make the "auto-crit" (which by the way now is not an auto-crit but instead 50% damage increase for most damage sources) they aren't really "helpless" I believe Paralyze lets you auto-sneak attack them if they are susceptible, but it will not give you the 50% damage increase that the "helpless" state gives. That would just be way too overpowered without nerfing the heck out of the paralyze effect.
However, Puncturing will indeed put them into the helpless state and make them take the 50% additional damage. It will also stun them for about 6 to 8 seconds. Reducing any other stat besides CON will make them take 50% more damage but they will still be able to run around and attack you. So Puncturing is a good choice for mobs that aren't immune to it or capped so you can't make them helpless.