Saving Finale is not a good spell for an archeologist since your only performance is luck this means it is a self only spell. Also once you get higher level it becomes even less useful. Once you have heroism and archeologist luck going you will not be failing many saving throws. A better spell would be windy escape especially at first level. The ability to become temporarily immune to poison, sneak attacks or critical hits will always remain useful.
Vanish is also of limited use at first level it is only going to last a single round. You will be getting access to invisibility at 4th level which is a much better spell. You cannot switch out spells until 5th level so that is not so bad but I would wait till at least 2nd level to pick it Vanish. Expeditious Retreat is a surprisingly good spell for an Archeologist. Remember you take a penalty to stealth for moving at over half speed. With the spell you can effectively use stealth at full speed. Once you get fast stealth it becomes even better because then you are moving at 60’ and taking no penalty to stealth.
Mage Hand is going to be a lot more useful for an archeologist than prestidigitation. Also keep in mind that sift allows you to check for traps at 30’ but your perception roll at 1st level may not be high enough to make it useful yet. Read Magic is also going to be one you will want to pick up when you get a chance.
With a low point buy your stats are going to be lower than I usually play at. I would probably leave both INT and WIS at 10. You could even lower you CHA to 13 and put the extra point into DEX 18, and STR 10. The extra DEX is going to be more important at lower levels. The only thing you really need the CHA for is spells and as long as you get 14 CHA by 10th, 15 CHA by 13th and 16 CHA by 16th you can are fine.
It looks like you are going for Dervish dance which would be another reason to get your DEX to 18 from the start. The earliest you can pick up dervish dance is 3rd level but just remember to reserve 2 skill points for perform dance. This would allow you to pick up lingering performance at 5th. If you went the whip and slashing grace you would have to wait till 5th level to get slashing grace as it requires weapon focus. This would mean you don’t get lingering performance until 7th. That is a long time to wait to triple your rounds of luck.
Your favored class bonus should probably be put into rounds of extra performance. A +1 to everything for one round is in most cases better than a permanent +1 to a single skill. With lingering performance each extra round is actually 3 extra rounds. Once you have enough rounds then you can use the human favored bonus to pick up extra spells. Either of those options will probably be better than the +1 skill.
Unless you plan to multiclass you should probably take the Arcane Training alternative racial trait. +1 CL level for spell trigger/completion items is not much but it is still better than nothing. Speaking of multiclassing I would not recommend that.
The trait criminal will give you a total of +4 to disable device +1 trait bonus and +3 for it becoming a class skill. I would probably go for this over armor expert. You will be able to get a mithral chain shirt for only 1,100 GP once you get some gold.
Your first two rogue talents should be trap spotter and fast stealth.