I don't want to step on anyone's toes, but I also think you are complicating things beyond the scopes of the game. I think we should get a simplyfied god character. Perhaps not as powerful. Think that it will only be our characters in this little world. The more simple, the more even the characters will turn out.
Crazymonkey has come up with a nice and simple way to make gods, I'll copy it here, since I think is way simplier and allows lots of favor.
Ability Scores
25 Point Buy (see page 169 of the Dungeon Master's Guide).
20 Hit Dice of Outsider
This provides the character with:
160 hit points (+Con mod x 20)
+20 BAB
+12 Base saves
184 + (Int bonus x 23) skill points (max ranks 23 for class skills, 11 1/2 for cross-class skills)
10 Class Skills of the player's choice
7 Feats
5 Level Based Ability Score increases (+1 at 4, 8, 12, 16, and 20 HD)
Darkvision
Proficiency with all Simple and Martial weapons
20 (1 per HD) Special Traits
Special Traits
These can be any special ability possessed by a monster in the SRD (though not class features). Run special traits by the GM before taking it, just in case.
Notes on specific abilities follow.
Ability Score Increases - Each time this special trait is taken the character may add +2 to any ability score. Note that the Monstrous Size trait can affect ability scores as well. Each size category larger than Medium gives the character a cumulative +4 to Str, -2 to Dex, and +2 to Con. Each size category smaller than Medium gives the character a cumulative -2 to Str and +2 to Dex. So, a Huge character has a +8 to Str, -4 to Dex, and +4 to Con. A Tiny character has a -4 to Str and a +4 to Dex.
Monstrous Size - All characters start at Medium size and may take Monstrous Size to increase or decrease their size by one stage. This special trait can be taken more than once to advance to larger or smaller sizes. For example, in order for a character to be Huge, they would need to take the Monstrous Size trait twice.
Spell-Like Abilities - Characters can take any spell from the SRD as a spell-like ability, with certain limitations. A 0-3rd level spell can be taken as an at-will spell like ability. A 4th-7th level spell can be taken as a 3/day spell like ability. An 8th or 9th level spell can be taken as a 1/day spell like ability. Spells with an XP cost or material or focus component cost higher than 1 gp can be taken but take up one special trait slot per 1000 XP or 1000 gp of their cost. For example, wish would take up five special trait slots. All such expensive spells, regardless of level, can only be used 1/day. Caster Level for spell-like abilities is 20. Save DC is 10 + Spell level + Charisma mod.
Subtypes - Any subtype can be taken as a special trait, but the character is limited to two alignment subtypes (Good or Evil + Lawful or Chaotic), one element subtype (Earth, Air, Fire, Water, or Cold) and one species subtype (Angel, Archon, Baatezu, Eladrin, Goblinoid, Guardinal, Reptillian, Tanar'ri, or any of the standard races [Elf, Dwarf, Orc, etc]) and one other subtype (anything not listed above, such as Aquatic, Incorporeal, Psionic, or Shapechanger). Note that the Extraplanar and Native subtypes cannot be taken because they depend on where the character is, not what the character is. The Swarm subtype can be taken (the character thus being a sentient collective of creatures) but the character must also take the Monstrous Size special trait at least twice (to become Tiny or smaller). Note that a character with an alignment subtype can bypass damage reduction with its attacks as if wielding a weapon of the same subtype (for example, a character with the Good subtype can bypass damage reduction as if it were wielding a good aligned weapon).
Monstrous Form - All characters start as a basic humanoid figure. With one species trait, the character's native form can be that of any creature type (Magical Beast, Dragon, Aberration, etc). Note that the character must spend additional special traits to gain abilities inherent to the form chosen (for example, choosing a dragon shape does not confer flight until the character takes that special trait as well).
Natural Attacks - The character can choose any sort of natural attack, claws, bite, gore, slam, etc. Damage is dependent on size (see page 296 of the Monster Manual).
Movement Modes - Character base land speed is 60 feet (though this will vary based on size if the Monstrous Size trait is taken). Special Traits can be spent on other movement modes, such as flying, climbing, swimming, or burrowing. Base speed for flight is double base land speed with maneuverability based on size (Medium = Average, Large = Poor, Huge or larger = Clumsy, Small = Good, Tiny or smaller = Perfect). Maneuverability can be improved by spending another special trait. Base climb speed is 20 feet. Base swim speed is 20 feet. Base burrow speed is 5 feet. Any movement mode speed can be increased by increments of 20 feet per special trait.
Divine Rank
Every character starts with a Divine Rank of 0. This provides the following traits.
Divine Bonus to AC equal to Divine Rank.
Natural Armor Bonus to AC equal to 13 + Divine Rank.
Divine Bonus to attack rolls equal to Divine Rank.
Divine bonus to saving throws equal to Divine Rank.
Divine bonus to skill checks, ability checks, caster level checks, turning checks and other sorts of checks equal to Divine Rank.
Immunity to Transmutation (including polymorph and petrification, though the deities own abilities used on itself work normally), Energy Drain, Ability Drain, Ability Damage, Mind-Affecting Effects.
Damage Reduction 10/Epic.
Fire Resistance 5 + Divine Rank.
Spell Resistance 32 + Divine Rank.
Immortality (the character does not age)
Domains and Spell-Like Abilities - Each character can choose three cleric domains. The deity can use all of the spells in those domains as at will spell like abilities with a Save DC of 10 + the level of the spell + the character's Charisma mod + Divine Rank. The character's caster level is 10 + Divine Rank.
Grant Spells - Though characters start with no worshippers, once they acquire them, the character can grant spells to clerics and rangers who worship them. A character with levels in Paladin, Druid and prestige classes that cast divine spells can grant spells to worshippers of those types as well.
Portfolio - The character does not gain any special abilities related to its porfolio yet, but choose one aspect of existence that the character favors.
Character Level 1
Finally, the character has one level in a regular character class. The character recieves a feat for 21st level, skill points as a multi-class character, maximum hit points for the class's hit die, and the class features of the class's 1st level. However, BAB and Base saves are handled as an Epic level character (+0 Epic bonus to saves, +1 Epic bonus to attack rolls).
Note that this 1st character level may be a Prestige Class level if the character qualifies for it via its Outsider HD and abilities.
Note that characters are considered Epic level and may take epic level feats (assuming they qualify for them).