Here's what I will be doing with my Eldritch Knight. While I am level 1, and we are using Pathfinder-only material, I have planned out pretty much what I will be doing with him up to 20th level. Hopefully you can take some of this info as insight and put it to good use. A few of these have been mentioned, but not in depth.
Take Arcane Bond. Choose a Bastard Sword. A Bastard Sword can be used as a Martial Weapon when wielded two handed. Thanks to your level dip into Fighter, this is easily achievable. It gives you a nice damage base and crit-range to work with, as well as being able to enchant it with practically anything you want thanks to the free, "you basically have Craft Magic Arms & Armor" part of Arcane Bond.
Specialize in Transmutation. The enhancement bonus to one of your physical ability scores is very useful at the low to mid levels. Switch it out when needed to one of the other physical ability scores.
Arcane Strike is amazing at the lower and mid-rage levels. It stacks with enhancement bonuses to weapon damage, making it ideal until you can Quicken something more useful.
Take Craft Wondrous Item. As a melee wizard first and blaster/controlling wizard second, you will be wanting all of the stat enhancement items you can get. Since Item Creation no longer requires the expenditure of experience, this is a great boon. If you're starting at a higher level, this is even better as you have more gold to work with.
If you took C.W.I., you want to work towards picking up a Robe of the Arch Magi. This negates having to cast Mage Armor every combat. The +5 Armor Bonus is decent. The SR is nice, as well as the +4 resistance bonus to saves. If you're using 3.5 material, there are even better robes available in the M.I.C. and D.M.G..
Extend Spell is a godsend. Especially with spells like Heroism and Rage, allowing you to go from one combat to the next without having to waste a round or two buffing. Once you can use it, pick up Quicken Spell. Swift action Shields on the first round of combat are amazing. When you have access to higher level spells, it gets even better.
When you reach the tenth level of EK, make sure you have a few ranged touch or touch spells to cast when you confirm those criticals. Energy Drain comes to mind. Anything without a save is great. Hell, an extra 5d6 from Shocking Grasp is pretty decent after an agonizing crit with a Bastard Sword assuming you're properly buffed.
You've got two open feat slots since Arcane Armor Training will not be necessary with the Robes. If you can convince your G.M. to use the E.K. capstone ability as a free action, more power to you. That lets you Arcane Strike, strike in melee, and cast a spell if you crit. All in one round. You also have to keep in mind that doing that isn't as overpowered as some things in Pathfinder, but it still is nonetheless. If the G.M. doesn't let you do it as a free action, don't worry. Arcane Strike's +4 damage at 20th level (You've lost a couple caster levels, don't forget.) is nothing to fret about. With that swift action you could easily quicken a nice buff spell that can ultimately give you a bigger damage boost for multiple rounds.
Hope my lengthy post gives you a few ideas.