Looks quite good so far.
On the skill point set, you might check if you really need to put points into heal or umd at all. umd 15 is not really that useful and the healing skill is something nobody really needs currently. So these points would be better set into balance for example (A cleric laying on the ground isn't going to help the group in the end). Also intimidate of 4, listen of 9 etc aren't going to help a lot at cap, so these points might be more useful if you drop them into diplomacy and/or bluff. These two skills can come in handy in some epics when high enough or while on the path to cap.
Mind also that only tumble is a kind of spell where you need to raise it to at least 1 overall to be able to use it, so not much sense to raise repair or swim.
If you read single +2 tomes instead of the +2 to all stats tome, you might consider saving the +2 tome for another time and just read the +3 at lvl 11 (or vice versa) - it shouldn't be a problem with your hp and no tome to get to lvl 11.
Actually it might even be worth to reconsider, if a starting stat of 12 int is really needed, my own cleric started at 8 and ate a +2 tome at 7 - definitely not a lot of skill points to move around, but enough for concentration and balance plus to raise some secondary after lvl 7. These free'd points could be more useful on the strength and the constitution front.
Also put all level up points into wisdom, not some here some there - you want wisdom as high as possible for spells dc and spell points. My personally experience with a starting strength of 12 plus a +2 tome later and stuff was fine enough - I am no barb, but can hit things when needed.
About the enhancement front - can't say too much there, it's mainly a matter of personal flavor what you want more. I took everything that could enhance healing or turns, but the smiting line is tasty. Divine Vitality is indeed very situationally - nice to help a thirsty groupy when no shrine is nearby as turns regen, but you want the turns mainly for healing so you can use your sp for better things.
Metamagics side of things - I took extend and empower healing first, though empower healing is not really needed until you start to use sp for healing (I didn't for quite some time - wand healing is simply enough at low levels, and with enough plat nearly an infinite resource compared to the few sp you have at start, but extend saves quite a bit on sp and time while buffing).
At cap I got empower healing, quicken, maximize, extend and haste - and wouldn't want to miss one of them. Wish I could also fit in empower to increase spell power a bit more, but I also like the increased spell penetration.
Greetings from brand