Ability scores: 2points short. I would suggest increasing intelligence to 10.
Hitpoints are incorrect. Clerics get d8 hitpoints. At first level that is 8+1con = 9.
Feats: You cannot select Power Attack at level 1. It requires a +1 Base Attack bonus.
Spell Penetration is not that valuable at level 1. You will not start facing creates with SR until at least level 5.
If you are going for a battle-spellcasting mix, I suggest Combat Casting. You will need it. You could also go for the Heavy armor feat and then reduce your dexterity to 12. That will give you points to spend elsewhere.
I would suggest the following changes to your equipment:
Add Scale Mail, dagger, mug, and wooden holy symbol.
Subtract the Hide Armor, Waterskin, Silver holy Symbol, Spell Component Pouch, and 2 torches.
Maybe subtract the Lamp, Oil, and whetstone.
Rationale:
You do not need a silver holy symbol. It is a waste of money at this point.
If you memorize Create Water you can get away with a mug (heck, a teacup works)
You need a small weapon like a Dagger in case of being grappled.
You do not need a spell component pouch. Clerics never have minor spell components. Either it is a major component (which a spell component pouch does not cover) or it is a Divine Focus.
You do not need so many torches, that is what the light spell is for. Only in case of needing actual fire do you need a torch.
You also do not need a Lamp and oil with the light spell unless you need a light while you sleep.
A Whetstone only has a small mechanical effect. If you spend a lot of time sharpening your sword it gives you a +1 bonus to damage the first time it hits. Otherwise, it is a waste.
Skill points: Due to your intelligence you do not have 4 skill points. You only have 2. 1 for cleric and 1 for human. If you spend your favored class point on skill then you will have 3. I suggest increasing your intelligence if you want more skill points.
Suggested skill choices (no particular order): Bluff, Diplomacy, Knowledge Religion, Perception, Sense Motive, Spellcraft.
Suggested spell choices for your current level:
Zero (choose 3): Create Water, Detect Magic, Guidance (VERY useful), and Light. If someone else has Detect Magic, don't take it.
First level: Bless and Protection from Evil.
First level Domain spell: Endure Elements of Magic Weapon (choose Magic Weapon).
You do NOT need to memorize Cure Light Wounds. You can drop a first level spell and cast it spontaneously. A cleric can only do this with Cure spells.
Example: You have Bless and PFE memorized. You get injured, you sacrifice Bless and cast Cure Light Wounds instead.
Your spell save section is not filled out. It should read:
Zero level: Save DC 13, Spells per day 3
First level: Save DC14, spells per day 1+D, Bonus spells 1
- Gauss