Well, I'm not an expert on feat selection, but I have to agree with what Wish said -
We need some character details! First off, how often do you anticipate meeting up with undead? If you see a lot, Extra Turning is a MUST. Your Charisma is too low to deal with undead the way most clerics do, and while you'll never make a Nightcrawler cower in fear, being able to disintegrate ten to twenty zombies a day is still a possibility. However, if you won't, it's a worthless feat. And it seems like you're going for a melee build, but you've gotten help with that. I'll help with an archetypal cleric, equal focus being put on healing and fighting. Oh, and be sure to look at the feats PDF at
http://www.crystalkeep.com/d20/index.php. Great info!
One note - don't take Extra Smiting. You don't even have a Smite ability, it's worthless. Your smite ability from the Destruction Domain doesn't qualify, as the feat description states that you must be able to Smite <any>. Yours is simply described as a smite, it has to be a Smite <something specific>. In addition, I don't think a domain-granted power really counts as a class ability. It's a Paladin feat, meant to be used with Smite Evil.
Also, you didn't specify race - human is an excellent choice, especially for a deity like St. Cuthbert. Under most circumstances, Dwarf would be a wonderful choice, but since clerics aren't proficient with martial weapons, the dwarf's usually AMAZING ability to treat a Dwarven Waraxe as a martial weapon is lost. All you'll really get is a bonus to Constitution, and a further penalty to Charisma (you can't afford that). So yeah, Human for sure.
Now, for feats, as specified for the usual cleric (good healing, good melee power):
Human Feat - Combat Casting - This will help ANY spellcaster, especially if you intend to be doing some front line fighting AND healing.
1st Lvl - Scribe Scroll - Chiaroscuro23 says it all. Those obscure spells usually just take up space, but you should always have them. Take this feat, get yourself an extra Cure Critical Wounds each day; it helps!
3rd Lvl - Power Attack - Always helps. In conjunction with your domain powers, you'll deliver DEVASTATING attacks.
6th Lvl - Extra Turning or Cleave or Improved Sunder - Depends on your style. Turning for lots of undead, Cleave for close-quarters ability. Combined with Combat Casting, Cleave is a good choice. Lets you heal those fighters up close! Only take Improved Sunder if you're going for a Sundering Cleric and intend on taking the Improved Power (Destruction) feat. Sundering fits well with the Destruction domain - armor, weapons and objects will have a tough time standing up to you. You might want to take Cleave later on, though.
9th Lvl - An Improved Power feat (Destruction), Undead Turning Feat (your choice), or a metamagic feat (like Quicken or Maximize (Empower if you like your luck) Spell) - All of the Improved Power and Undead Turning feats are found at that Crystalkeep link. For details on improved domain powers, go to the Base Classes PDF on the same site. The Adamantine quality on your weapons is good if you want to sunder a lot (and took Improved Sunder), but if you want to improve your Strength power, that works, too. Other than those two, metamagic works.
You'll have to take it from there. Initiate of St. Cuthbert feat gives some extra spells, and metamagic always helps. For great melee and sundering capability, consider Combat Brute, but only if you intend to charge, bull rush, sunder, and power attack a lot. It's more for the melee cleric. Improved Critical and Weapon Focus feats always help.
Final note - I don't think many DM's will let you use the Strength and Destruction domain powers at the same time. I tried, my DM said no. It works well on paper, though!
