Well, even there, you've out-optimized the OP, who had a cloak of resistance +2 at 13th level. With the 21,000 gp he didn't spend on that item alone, he can buy 420 vials of antitoxin.
On a broader note, you've basically built yourself a glass cannon there. While the "Big 6" are important, you don't necessarily need them that high at 13th level, and if you're complaining that spending that much money on the Big 6 reduces your character's flexibility, drop your cloak to +4, save 9000 gp, and tell the cleric to prepare guidance.
As far as the consumables are concerned, the published adventures assume that you're going to be blowing some of your money on consumables. If you play through an AP and don't ever use any consumables, you'll actually be over the WBL guidelines for that reason. (Well, until you need a status-removal spell.) But, of course, more to the point, status prevention is cheap compared to status removal. Antitoxin costs 50; a raise dead spell costs 5000.
Interesting. I was holding back a lil - Some of those +3s can be +4s without going over WBL guidelines. ;)
But mostly, what you're describing is using the Cleric as a buff-bot. It's kinda like the bad old days of using the Cleric as a heal-bot, except with buffs instead of heals.
And moreso, most Cleric buffs that you'd expect to replace enhancements are both boring and awfully inefficient until high levels anyway. For example:
Magic Weapon is an awful spell, save for low/no magic games. It only lasts one combat, only affects one weapon of one party member, and is very quickly made obsolete once people start getting loot.
The greater version is only slightly better with a reasonable duration, but you're still using a 4th level slot to give one weapon of one party member a paltry bonus (that doesn't even count for overcoming DR). [If you're doubting how bad GMW is, just consider that an arcane caster can do it with a lower spell slot, and they almost never do because there are so many better options to fill that 3rd level slot with.]
Ditto the armor variant. Ditto save buff spells. Etc.
Divine casters should be dropping Protection spells, Summoning extraplanar allies, using *good* buffs like Heroism, Prayer, or Divine Power, etc.
However, if you're using your casters to make up for your lack of personal investment, well, let's just say I don't know many people who enjoy playing that caster. ;)