I like the travel domain powers (Dimensional Hop at level 8 is really good). As for spells to prepare, I like:
0: Light, Detect Magic, Read Magic, Stabilize
1: Comprehend Languages (good out of combat for translating clues, first thing you dump in combat for a cure spell); Command (don't use it on anything with a high will save, or that can't understand you, so situational); Hide from Undead (also situational, as it only affects undead); and Protection from Evil (more general, but not all monsters are evil, so keep that in mind too). I would also use Longstrider as your Travel domain spell every day and cast it to get the extra movement for 1 hour/lvl. I would also wear light armor in order to not lose any move rate due to armor encumbrance. Combine that with the extra 10 ft you get as a domain power and you're getting 50ft (10 squares) per round. That's REALLY fast for not having Haste on you.
2: Hold Person, Silence, Lesser Restoration, Bull's Strength, Sound Burst (useful against stuff that get's a low Fort save, like spell casters, as it stuns if they fail); Zone of Truth. I also like Grace out of the Advanced Player's Guide, at least until you get Dimensional Hop later.
3: Bestow Curse, Inflict Serious Wounds, Dispel Magic, Invisibility Purge, and Speak With Dead. Fly is a good domain spell here too.
The combo of Speak with Dead and Zone of Truth is pretty good. You can literally kill first and ask questions later, and they have to answer the questions truthfully if they fail some will saves. You could even cast Owl's Wisdom on yourself in there to make the DCs higher. People write off Hide from Undead as being bad, but if you cast it on yourself, you can sneak up behind an undead guy and cast Cure Serious Wounds for damage with no attack of opportunity from the badguy, and a better chance of hitting due to being invisible to them. Against any all-undead fights you get into, you can use it to move around freely and heal people every round without being attacked easily. Stabilize is a must and is arguably your best Orison. It doesn't heal any HP but it can be used at range and auto-stabilizes someone. The way my DM runs monsters, if a PC is down and not moving (i.e. unconscious) they don't generally get attacked if there are other "hot" targets, so stabilizing someone WITHOUT healing them enough to regain consciousness again is often better than a big heal, especially when the target is still in melee range of the monsters.