Can I just go ahead and level to 6th now? I should be either 4th or 6th by the end of next session and would like to update my sheet sooner rather than later.
Wich feat should I get at 6th?
Domain spontaneity(domain), lets me trade my prepped spells for domain spells. I will have knowledge(good for spur-of-the moment detection spells), oracle(similar to knowledge, from complete divine), animal(animal specific spells and summoning), and travel(lots of teleportation with a dash of other movements effects and divinations), Travel would be the most likely pick. Burns sturn attempts so is of limited uses/day.
Divine metamagic(rapid spell), burn turning attempts instead of spell-levels to rapidise my spells, mostly used to get summoning spells out in the same round I cast them, but also handy for other long-casting-time-spells, such as getting a 10 minute divination out in 1 minute... Should be fine with the DM as getting a 1round spell off as a standard is not really a boost in damage over time, quicken and persistent are the real cheese-machines of divine metamagic...(for example, getting a divine power and divine favour out in one round is scary, but it is what 9th level clerics do, getting a divine power and a righteous might out in one round, or a righteous might and a full attack at 9th level is just silly, and persistent is even more powerful than quicken...)
Craft magic arms and armour, arms and armour are where people tend to dump their cash, and having the feat lets you customise your items to exact specifications, for half price, costs xp though, which is a downer...
Craft wonderous items, where squishies tend to dump their cash, make all those weird trinkets the loot tables don't want you to have. Also lets you sneak up behind the weath per level ration in a dark deserted alley-way with a poisoned knife. Clerics with this feat tend to have a bag of first-level pearls of power instead of cure light wounds wands. A whole wand may be cheaper to buy than a single pearl, but you get your full caster-level and it lasts forever.
Crafting feats are probably largely redundant while we are on good terms with the mage guild, but they are great feats to have in the party...
Quicken spell, I love this one, it is an extra action in combat. Bless may not sound like a good use for a 5th level spell slot, but every +1 helps, and if it is a free action on top of a high-level summon then that is just nice...
extra turning, not really, but if I had one of the divine feats I might want it for 9th level...
Improved initiative, getting a summoned critter out before the enemy acts is a really nice idea, few things are as relieve ans seeing somone else taking a pounce or improved grab+swallow whole that was meant for you...
Extra domain(meta), with great spells like Summon plot, Commune with D.M. notes, Summon python reference, Load dice, Summon bigger fish, and greater command(plot) this domain is a winner, and the granted power of playing with the monster manual open has saved me many times...
Iron will, improved toughness, etc., living longer is always nice...
Suggestions for other feats would be welcome, bear in mind that I am going for a summoner, summoning works with most metamagic feats, but they generally aren't worth it. I get augment summoning from a class in a while, it hurts not having it but... I bet the D.M. would let me trade it in when my class grants it, such a move really wouldn't suit my style, but augment would be an obvious choice...