Well, in E6 your break points are 3rd level spells and BAB 6/1...so is it possible to make your last level Warblade 1? That will give you sudden leap, which lets you battle jump as a swift action (basically, swift action double damage attack at full BAB, heck yes) (though you'll probably provoke AoO's, and it will have a jump skill tax), punishing stance (+1d6 damage, -2 ac), and one or two other maneuvers.
Shaky is definitely an excellent flaw.
Since you're only getting 3rd level spells, it's highly likely you won't be doing any DC casting (since low level damges and save or dies on the cleric list are kinda meh), so you can stop at wisdom 14 (+2 item = 16, so your 3rd level bonus spell).
It's E6, so I'd highly recommend DMM, otherwise you're looking at normal major melee feat chains. I'm not an expert on pathfinder, but usually tripping/AoO is a decent choice (especially if you can be large).
34 pt buy, no modifiers, but keeping in mind your level 4 bump
Str: Whatevers left over; 12 if everything below is higher (4pts), 14 if charisma is dropped, 16 if int or dex is dropped. You can also save some points on dexterity by starting it at 15 and bumping it with your level boost.
Dex: If AoO's, 16. If not, 12. (4-10 pts)
Con: 14 (6 pts)
Int: 14 (6 pts) if combat expertise, whatever you want for skills is not (10-12, so 2-4 pts)
Wis: 14 (6 pts)
Cha: 8 or 10 (0-2 pts)
Really, it all depends on which feat chain you end up going for. Usually, I'd drop int and dex and go DMM persist and higher strength; something that looks like: Holy Warrior 5/Warblade 1
Str: 16 (10 pts)
Dex: 10 (2 pts)
Con: 14 (6 pts)
Int: 10 (2 pts)
Wis: 14 (6 pts) (+2 item)
Cha: 15+1 = 16 (8 pts)
With feats: (since you dropped domains)
Flaw: Extend Spell
Flaw: Presist Spell
Human: DMM Persist Spell (Now I see you're elven. Uh, delay Spellfire wielder or Battlejump to your first E6 feat?)
Level 1: Extra turning
Level 3: Spellfire wielder
Level 6: Battlejump.
That gives you 10 turn undeads at level 1 (1 persist; probably lesser vigor if you can get away with touch spells)
You boost it to 14 (2 persists) with:
Reliquary Holy Symbol +2
Eagle's Splendor +2
Normally I'd put swap domain shenanigans here for charm domain, but you gave those away, and I'm short something clever, so I retroactively went up and changed stats.
If you can pull extend + persist shenanigans using a rod of metamagic extend, then your 4 persists are:
Lesser Vigor, Mass
Chanelled Divine Shield
Ice Axe (2d12+3 touch attacks deal cold damage, but lose your strength; good when you're first level 6 and would be using a +1 greatsword, worse when you've been level 6 a while and have a +1 Flaming Shocking greatsword with an acid augment)
Balor Nimbus
If you can't, I'd do just the defensive abilities, but DR 10/evil and Fast Healing 1 for you and 2 allies is awesome.