As a random thought (whether you asked for it or not), I'd *personally* consider picking up some Bluff skill ranks, too, to work in synch with a variety of Knowledge skills. As a diviner, you're sort of expected to know lots of stuff, right? (Depends on the details of the character concept, of course.) It's a hoot to mix your encyclopaedic statements of fact with some odd details you make up just for the heck of it. {shrug} But that's just me.
In the same vein, Gather Info would be an appropriate skill, too. ... Walk into town, chat with the locals, and viola! -- pseudo divination!
The Forgotten Realms game source book has some nifty feats that can help you round out the character. What I love about that book is that the feats are linked to regions -- it gives your character more implied background. But if you're building from the inside out, you've got to compare the feats' regions to each other to make sure you're not locking out the stuff you really want. The Cosmopolitan feat, for example, is pretty handy for giving yourself access to a non-class skill, but it's a city-bred background.
Take a look at the FR book's Signature Spell feat, too. (I'm at work, so I'm trying to do this from memory; I hope the names are correct.) It might be a nifty to always have that one, simple spell become synonymous with your character.
(A note to whoever questioned Ambidexterity: Don't think of it as a question of why the character would CHOOSE that feat. Rather, consider the possibility that he was BORN with the ability, and a two-weapon fighting style naturally evolved later.)