Just gonna point out a couple things:
+6 armor isn't possible, I don't think. You can have up to +10 total bonus, but only +5 enhancement before epic levels. It costs 36,000 gp plus the base cost of the armor.
Screaming isn't an item improvement that I've heard of. You might be thinking of the Thundering enhancement, which is +1 effective enhancement level for +1d8 sonic damage. Bane targets one creature type. Outsider would work, not sure if there are any effects that count as Evil Bane.
A +4 Thundering (+1) Dwarven Waraxe of Outsider Bane (+1) is a +6 item, or 72,000gp plus the cost of the cold iron and masterwork weapon.
It seems a little pedantic, but several of your custom items would have increased cost due to their weird domain assignments. The ring of resistance should be a cloak of resistance +5 (25,000gp), the cloak of natural armor should be a shirt of natural armor, the shirt of strength should be bracers or a belt of strength.
There is also the problem of wielding a two handed axe while wielding a shield. I might recommend getting the Animated Shield enchantment, but you're looking a little heavy on the magic items already. You easily have 300,000gp there. I might be out of touch with WBL, though. (I haven't bought new items in quite a while despite theoretically having loads of dough.)
Unless there were some feat requirement modifications, weapon specialization requires four levels of fighter. Greater weapon specialization requires twelve. I would recommend backing off on the weapon focus (since they're not super anyway) and taking some feats that give you more to do in battle. Examples:
Dreadful Wrath from PGtF gives you frightful presence. (Or you can just take Frightful Presence from Draconomicon.)
Fearless Destiny from Races of Destiny isn't super, but it lets you stabilize at -9 automatically once per day instead of dying. (At which point I can fix you.)
Mage Slayer prevents enemy wizards from casting defensively near you. Smacking a wizard instead of eating a
Disintegrate is a good trade for a feat. Pierce Magical Protection/Concealment are fun feats in the chain that can tear apart some abjuration defenses.
You could only put this in your 15th level slot, but
Defensive Sweep is fantastic against melee foes. With your Bulwark of Defense ability, they have two options. Stick around and eat a free attack at the end of their turn, or try to move away (without being able to 5fs) and eat a free attack. It's just a free attack against adjacent foes! Fantastic.
You might also want to look into reach weapons, if you're not set on the waraxe. Bulwark of Defense is by far the best ability of the Knight, and extending your threatened area extends the effect of that ability. You have a 15' threat radius? Everything within 15' is difficult terrain for the enemy. They can't charge, they can't five foot step, and they can't move very quickly either. Portable, constant terrain control is great.