Starting with Core Spells only.
0th
Create Water - This creates a fairly large ammount of trust worthy water. Water always has its uses, from desert survival, to parasite removal, to tending wounds, to washing away acid, to putting out fires.
Detect Magic - Absolutely essential for finding potential traps, magic items, spell effects.
Light - You should always have backup light sources.
Purify Food and Drink - You are going to be slogging through some pretty disgusting places. Stay healthy.
1st
Divine Favor - This spell just gets better and better.
Doom - Eventually you'll have better ways to hamper your foe, but this will nearly nuetralize your typical CR <1 creature, and against a single foe is better than trying to buff everyone.
Endure Elements - All day protection.
Magic Weapon - Until you get a magic weapon, this should always be on your spell list.
Protection from Evil - This spell should never leave your spell list. It's list of benifits is too long to even discuss.
Honorable Mention: Sanctuary - As a cleric, you'll spend a significant amount of time moving amongst the party plugging holes. Might as well make your life easier, and at least avoid a few AoO.
2nd
Bull's Strength - Pump yourself up to become a combat monster, or turn the Barbarian into an engine of war.
Hold Person - One of the clerics key spells.
Lesser Restoration: Your first chance to cure ability damage. Doesn't do much, but every bit helps.
Sound Burst - Surprisingly effective area of effect spell. You'll use it alot between levels 3 and 5 before the party mage starts to come into his own, and it will probably stay on your list after that.
Honorable Mention: Shatter - A highly overlooked general utility spell that can be used to sunder weapons and overcome all sorts of problems.
3rd
Dispel Magic - Maybe the most important spell in the game.
Magic Circle against Evil - Like protection, but for everyone.
Protection from Elements - No other class has quite the clerics ability to frustrate the DM's nastiness.
Stone Shape: Speaking of which, not flashy, but another highly overlooked general utility spell of a thousand uses.
Honorable Mention: Water Breathing - Armed with the right spells, a cleric can seem down right unkillable and can help his party overcome virtually any obstacle.
The cure spells are fine but 1) you should have a wand of cure light wounds (or two), and 2) you should be spontaneously casting them as necessary.