I wouldn't toss in too many house rules on her first game, but rather try to play the game as close to the actual rules as written, so as to familiarize the new player with how the system works outside of your table. It may seem harsh, but the house rules you outlined don't modify the system too much, some flat out make the process even more difficult than it would be unmodified, like the Gestalt levels.
Gestalt is introduced as an advanced kind of play in Unearthed Arcana, which is itself a book intended for veteran DM's that wish to introduce more variety in their game. It has it's own set of rules separate from the ones in normal character creation process, and involves a lot of number crunching to figure out which exactly are your class skills, how many skill points per level each level, HD, saves, etc... For someone who is accustomed to the game, it's a simple table checking operation of taking the best values and jotting them down on the sheet, but it's still way more complicated than going Fighter X all the way, for instance.
Introducing advanced options such as ToB, tactical feats, PrC's and multiclassing is also something i'd try to avoid with a new player. The single most overwhelming thing for any new D&D player is the amount of rules they have to digest and absorb, and the more options you introduce, the more rules you have to explain to them in detail. Opening up the hundreds of classes/PRC's present in all supplements all at once to a new player is a good way to spook them out before they even got to play the first session... Especially if they like to build their own characters, which means a LOT of reading and number crunching.
What i'd suggest is the tried and true method of building a core-only character along with your would-be adventurer, and go on a simple and flavorful adventure involving all the fantasy staples... Rampaging orcs, faeries, golems, necromancers and dragons, as well as the kingdom in need. Make it familiar, and in it's way unique.
Eliminate the problem of multiclassing by making her single classed... At least for the first few levels. Also, forgot to say, start from level 1 if you can. Starting at higher levels means a lot of lost time on character building, it also means choosing a whole lot of feats and distributing skill points and it's something that's often considered a tedious task by first timers. When she gains more familiarity with the system, knows how to use each skill, how traps and spell works, then you can try and offer the option of multiclassing. If you're worried about survivability... Just don't throw something at her that you're not certain she can defeat. Don't overuse DMPC's because they take the spotlight away from the character, and every time she has to be saved by one it will be as if she's not the protagonist. If you're not very careful, she will leave because she's not the real hero, she's less powerful and competent than the babysitting NPC that always saves her ass.
1, 7 and 8 are the only house rules i would apply for this first time... They're straight and to the point, and they're also easy to justify and explain. Fighter fixes and other class modifications are something you REALLY want to hold out on for the first few times, because you want her to understand the system AS IT IS, and not as you want it to be. Let her come to the conclusion that fighters are weak after playing one, and then playing the other classes.
But first, let her feel that HER fighter is the best.
This is what my experience DM'ing for first timers looks like. It's what i found that works out best.