Hey, your idea sounded kind of interesting so I just threw together my own version of hybrid Cleric/Paladin and figured I'd post it and maybe give you another view.
====== Created Using Wizards of the Coast D&D Character Builder ======
Hybrid, level 11
Longtooth Shifter, Cleric|Paladin, Warpriest
Hybrid Paladin: Hybrid Paladin Reflex
Hybrid Talent: Paladin Armor Proficiency
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
FINAL ABILITY SCORES
Str 21, Con 13, Dex 11, Int 9, Wis 21, Cha 13.
STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 8, Wis 16, Cha 12.
AC: 26 Fort: 20 Reflex: 18 Will: 21
HP: 76 Surges: 9 Surge Value: 19
TRAINED SKILLS
Endurance +9, Insight +17, Religion +9, Athletics +13
UNTRAINED SKILLS
Acrobatics +1, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +10, History +4, Intimidate +6, Nature +10, Perception +12, Stealth +1, Streetwise +6, Thievery +1
FEATS
Level 1: Hybrid Talent
Level 2: Mighty Challenge
Level 4: Battle Awareness
Level 6: Versatile Expertise
Level 8: Wary Fighter
Level 10: Healer's Implement
Level 11: Honored Foe
POWERS
Hybrid at-will 1: Holy Strike
Hybrid at-will 1: Sacred Flame
Hybrid encounter 1: Healing Strike
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Cure Light Wounds (retrained to Bless Weapon at Level 5)
Hybrid encounter 3: Trial of Strength
Hybrid daily 5: Unrelenting Punishment
Hybrid utility 6: Bastion of Health
Hybrid encounter 7: Zealous Sanction
Hybrid daily 9: Crucial Resurgence
Hybrid utility 10: Mass Cure Light Wounds
ITEMS
Adventurer's Kit, Plate Armor, Heavy Shield, Longsword, Holy Symbol
First thing to note is that this guy is not a striker, he's very much a leader/defender. With the sole exception of Holystrike and Bless Weapon there isn't a power on my guy worth calling a striker power. Personally, I'd say trying to throw striker in the mix would stretch things too thin. But that's just me, you can decide for yourself how much striking you feel you can fit in.
Now one thing I always hear about clerics is that they have an absurd amount of healing, more than you'll ever reasonably use. I say that's great because if you're a hybrid Cleric you should be able to end up with just the right amount of healing for a Leader.
So I guess it's really a question of if you can defend well enough. I think with mighty challenge, battle awareness and eventually Warpriest you can do a respectable job of defending.
Really though this is just what I would do. To get down to brass tacks I'd say there are only a couple things in my build that I would consider a truly high priority.
1) Sacred Flame - Alright, maybe you want to go with Astral Seal for extra good healing but I think that for the price of 1 At-Will you get all the save granting ability you'll ever likely need. To me that's too good to pass up.
2) Bastion of Health - This is basically how you get back that second Healing Word you lost. It kind of sucks having to wait until 6th level and it's not perfect but it gets the job done.
3) Battle Awareness - First off this nets you training in Athletics which with all that armor check penalty will be quite helpful. Secondly, you can smack someone in the head if they try to shift away from you. Plus it opens up Pit Fighter if you really want to do more damage.
4) Warpriest - Alright, this isn't really that necessary I just love this paragon path. The reason being that it gives you some real defending power. Of course that comes kind of late (level 16) and you should definitely consider what level you'll reasonably get to when playing a character but I think Warpriest is one of the few PP's that is a total package. Great level 11 features especially considering you get 3 of them. The level 11 encounter is solid healing. The level 12 utility is somewhat unreliable but the effects are strong. So even if you never get to level 16 you've got some solid stuff to work with.