If all you're after is utter munchkinny goodness, I'd do the following -
Firstly play a human cleric (for the extra feat and skill points) and make sure to take the war domain - that free martial weapon proficiency and weapon focus will come in handy if you're after more of a 'combat medic' character (which, from the sounds of things, you are). Magic weapon as a domain spell comes in handy if you're going to be tackling anything with DR aswell.
Make sure you're of good alignment so that you can
spontaneouly cast healing spells, ensuring that you can stock up on buffs and utility spells during your daily prayer.
Now your stats are extremely well-rolled, so you really shouldn't be lacking in too many areas. I'd give yourself the following -
Str - 18
Dex - 14
Con - 16
Int - 10
Wis - 17
Cha - 16
Your strength, dexterity and constitution should all be reasonably high if you're to fullfil the combat role that you were hoping for. Try to take your war-domain proficiency in a weapon that you can use double-handed, to further accentuate your high strength (you should be dealing +6 damage with a double-handed weapon). Coupled with your enormous strength, weapon focus will allow you to be on-par with pure melee fighters at low levels.
Many clerics wear reasonably heavy armour, so a high dexterity, although useful, may be negated somewhat by this. A 14 dex should see you through low levels where heavy armour may be prohibitively expensive, and will also provide you with a reasonable initiative bonus.
Your intelligence is a little lower than I'd usually advise, but your bonus skill points from being a human should offset this somewhat.
Most people would ridicule me for advising you to put a lower score in wisdom than in strength, but bare with me for a moment. By adding that one extra point to strength you're effectively dealing +2 damage at first level, which is quite a considerable bonus (especially against 'boss' monsters). You should see very little mechanical difference between a 17 and an 18 wisdom at low levels, however - just make sure you pump all of your stat increases into wisdom as you level-up.
Your charisma should be reasonably high, as you'll be the sole member of your party with the capability to turn undead at low levels, so you need to make sure that you can do the job effectively. This should also mean that you can help out the paladin with diplomacy and negotiations.
As for your feats, it depends exactly what you want your character to do. If you're after more of a melee character, go for power attack (+ cleave or sunder). If the campaign looks to be long-term I'd warn against this, however, as your melee skills will soon be outshone by the pure fighters. Item creation feats are useful - especially scribe scroll, which will allow you to create some low-level utility spells that would otherwise not be worth memorising (Comprehend Languages, Detect Undead, Sanctuary) all at a very reasonable cost.
You might also consider spell focus, some metamagic feats, lightning reflexes, extra turning, or any other feats that suit your character's concept.
In all, your character should be very useful in a variety of roles, especially at lower levels, where he may be required to fill a certain niche that the party is otherwise lacking in. Clerics are a very powerful and flexible class, so best of luck and (most importantly) have fun.
(And excuse my munchkin tendancies in this post - in my campaign I ask my players to use 30-point buy, so I view stats like that as a gift from the gods.

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