I'm playing an elvish cleric of Shevarash in a Return to the Temple of Elemental Evil game. She's based on a very similar concept (and just made 7th level).
The feats I chose:
Level 1: Point Blank Shot, Precise Shot, Weapon Focus: (composite) long bow (the DM allowed flexible weapon focus with bows)
Level 3: Rapid Shot
Level 6: Sharpshooting (Sword and Fist)
Equipment:
Initial (character was created at 2nd level):
Mwk Mty (+3) composite longbow
Mwk Chain Shirt
Necklace of Prayer Beads (Bead of Blessing)
Mwk Longsword
large wooden shield
A few scrolls of things like Magic Weapon
Since then, she's aquired:
+1 Mty [+3] Composite Longbow
+1 Chain Shirt
Bracers of Archery
Quiver of Ehlonna
(As you can see, other characters ended up with all of the Temple's loot
Your stat distribution looks pretty good. Mine (30 pt buy) was:
Str 12, Dex 16, Con 12, Wis 15, Int 10, Cha 12
The 13 strength will mean you'll probably want a Mty +4 composite longbow (so you can take advantage of it when you roll maximum on the bull's strength).
As for prestige classes, I would actually recommend just staying a cleric. You could get Endurance at 6th level and then go Templar at 7th but that would require you to spend a lot of skill points on Knowledge Religion (you don't look like you've got a lot of those to spare). Perhaps more significantly, you'll also dilute your spellcasting ability. As a 7th level cleric, you'd have access to Greater Magic Weapon so you can have a quiver full of +2 arrows. I would just keep the character a cleric. You get a decent attack bonus, good hit points, good saves, and excellent spells (many of the most useful of which increase in power as you increase in level (Greater Magic Weapon, Divine Favor, etc)).
Just one note on my experience: Clerical abilities sometimes mesh with your archery very well and sometimes don't (especially starting around 5th level). With Divine Favor, a good Bull's Strength, and Greater Magic weapon, my character can have two attacks at +15 for 1d8+10 points of damage each. On the other hand, if you're going to be an effective cleric for the party, you'll have to be ready to heal your fellow adventurers. In a lot of tough combats, you'll find that you spend half your time healing and don't get as much archery in as you would like. (That's much better than the alternative though: a nice headstone with the engraving: "she was a really good shot and lasted a few rounds longer than the rest of her companions. . . .")