So personally I'd honestly suggest a different route that is less optimized: Take shadow touched as early as possible because honestly out of all of those build options the only thing that is even remotely "Raven Queen" themed is that feat. Your table may vary, but for many tables level 11 is a LONG way away in most games and by the time many players hit there the campaign could very well be wrapping up. If you think the whole Raven Queen angle is a core character thing (and not just something tacked on) you'd be best off getting that feat asap, whether it delays your strength/con progression or not. Frankly one does not need 20 strength until after level 12 anyway, and I'd personally suggest taking any once you hit 18 strength BEFORE getting it to 20. But that's my opinion and won't be universal to everyone.
The campaign is against Vecna. There is a very strong tie to the Raven Queen. Shadow touched is thematic I agree, but the entire character build, backstory and in fact the plot hook itself is closely tied to the RQ.
Also just being a Shaddar Kai alone ties one to the Raven Queen as S-K souls all go to her to be reincarnated when they die (at least in some versions of the lore).
The campaign goes to level 20 and I am confident we will see it to the end as we have went to high levels with this group before.
The first two fighter subclass abilities favor a high strength. Instill Fear, the 3rd level ability, keys off the amount of damage you do in a turn, which is higher with a higher strength and the 7th level ability - Intimidation Tactics - keys of a contested intimidate check with a bonus based on your strength and a graduated success (the higher you succeed by the better the effect). So there are subclass reasons to max strength quickly.
I think I will go 8 levels to fighter though to get that 3rd feat instead of waiting to 11.
One other note to consider though: Is your character the group's "tank"? If so I'd suggest you actually do anything you can to have a 14 starting Con minimum, even if it means making Strength 16 or 17 to start. 14 Con is the MINIMUM I'd suggest for any melee and frankly you're going to be far less durable any anyone who has a higher con (especially if you're not using a shield). This is even more important if you are the only melee in the group.
There are 4 people in the group and 3 of them are melee oriented.
It depends on what you roll obviously, but 12 is generally the constitution I target for tank characters unless I am playing a Rune Knight. Usually scores higher than that are going to the main abilities for the classes, multiclass requirements or skills I am going to be proficient in. Usually I don't like to use it as a dump stat and go below 12 but 12 is usually is enough and I want the points elsewhere for various reasons. I have played tanks with a 10 con successfully into tier 3, that is difficult but still doable.
However, I also almost always get the shield spell and absorb elements. So I am usually running an effective AC in mid 20s or so and a 12 CON with primarily d10 hit dice is with a very high AC is better than an 20 CON and a low AC. I think this will only be the second melee-oriented character I have played that does not have the shield spell and the other character without shield did have a 16 Con at level 1. The main reason I am thinking about 14 con here is my AC will only be mediocre; 17 to start with chainmail and top out at 19-21 in plate (not counting magic items) depending on whether or not I am using a shield.
I think consensus based on the discussion here is the Heavy Armor master feat will make me more durable than a 14 constitution at lower levels making it a better choice. Late it probably won't keep up, but as someone mentioned there are feats that can tack on a boatload of hps late game, where it is more costly to do that now.
I also can get resistance to all damage multiple times a day through blessing of the Raven Queen and the number of uses scales with PB. So tier 3 that is like 4 turns a day with full damage resistance.