I suspect DMM/Persist qualifies as "overly cheesy" in this context. It does in most low to mid op games (which is most games.)
Can you explain or link to an explanation of the ability generation system you're using? 85 points doesn't map to any system I'm familiar with.
The first thing you want to decide is what you want your role to be. Cleric is a great class in that it is powerful and versatile but it's so versatile that newer players can get overwhelmed with options and end up with a substandard build.
According to the
FR Wiki Clerics of Mask must be evil. However, you'll want to ask your DM whether he's going by that chart or by the standard "within one step" rule. If the latter, you can be true Neutral, and I probably would unless it's an explicitly evil campaign.
Of Mask's available Domains, Luck and Trickery are the best by a long shot. They both have solid domain spells and the Luck Domain power is potentially lifesaving. The Trickery power is really good with the Cloistered Cleric variant but you're not allowed to use that so you won't have the skill points to really take advantage of it. This depends somewhat on ability generation. If it's generous and you can afford a 14 or so in Int (would need to be very generous. Int is pretty much a dump stat for non Cloistered Clerics) you might be able to take advantage of the extra class skills.
A key decision you want to make is whether you're going to attack and, if so, how. Clerics can do both ranged and melee but they can also rely on spells or a reserve feat (from complete mage) in combat and not need to attack. This is a key decision because it determines which attributes you want to focus on. It depends partly on the rest of the party. If you've got multiple martial characters already, ignoring attacking is more attractive.
The spells you want to prepare depend somewhat on the role you're trying to fill so I'll come back to that later.
Lastly a note on healing: preparing healing spells is usually a bad idea. Casting them in combat is almost always a bad idea. You want to get your healing from wands of lesser vigor used outside combat and healing belts used in combat if it's really dire. Get the party to pony up for at least a wand and a belt each or refuse to heal them. You're not a good character, after all.