Frankly, I'd recommend Augment Healing from Complete Divine. The more effective your healing spells are, the less often you need to cast them, which leaves you more spells to devote towards combat, and more rounds where you can fight instead of heal.
Healing Lorecall is a good spell to prepare if you keep your ranks in Heal up, it allows your cure spells to remove some status conditions as well as healing.
Another option in the same vein is Scribe Scroll - keeping status removal spells on scrolls frees up your spell slots for combat spells. (This would be spells like Lesser Restoration, Remove Fear, Remove Blindness/Deafness, Remove Curse, Restoration, etc.)
Another overlooked feat is Craft Magical Weapons- getting potent weapons is much easier if you have the time to craft them yourself. Give them special abilities and then use Greater Magic Weapon to give them an enhancement bonus.
(Craft and Scribe Scroll are highly campaign dependant though - if your DM never gives you downtime, crafting feats are worthless.)