It's definitely a solid foundation for a build! For this, my approach is that you'll want much the same approach as any other eldritch knight, so aside from the weapon style feats & improved criticals, metamagic-wise go with quicken, maximise, empower & extend then maybe enlarge spell too (You won't be castnig many attack spells but the few you use especially epic ones you want to hit hard & sometimes its better to keep your distance). Insightful reflexes is a solid bet for any wizard to help with defenses & you'll likely want toughness too. For epic feats, epic toughness is good since you'll want those HPs, also master of the dead for your death aura. Arcane warrior is a very solid option, though it might be worth going with arcane pulse instead for a safer way to stack some nice damage over time on bosses. Element-wise, concentrate on negative energy naturally as well as acid since its the most reliable of the imbues but it certainly won't hurt to have some in the others.
For destiny setup, personally I'd go with shadowdancer as the main one & pump up those sneak attack dice (including ethereal scion at 30) then you can make use of the shadowdancer strike to add sneak attack dice as untyped damage on attacks which will scale with force spellpower & dish out some significant non-resistable damage, especially with 2wf for double the procs. For secondary destiny, primal avatar thorn path; rejuvenation cocoon will still provide some handy healing & the strike is a good opener or when you need to stay at a distance but shard storm plus it's tier 3 boost are the ones you're really after. With the last few destiny points, i'd either throw them into draconic for reflex saves (to boost evasion from shadowdancer, though you'll need to stick with light armour) then try to cram in the extra imbue dice & scales of the dragon. Alternatively, just enough in divine crusader to get smite evil (for the occasional aoe healing to help the team) & HPs plus the 1st 3 cores is a solid option too.
Keep your int high since it'll be your main to-hit stat, probably not for damage though without APs getting tight using harper investment & although you'll have a full suite of spells, don't worry too much about casting DCs as you'll mainly be relying on buffs & a handful of spells without saves or at least non-evadeable ones, lots of acid, stuff like ottos irresistable dance & the power word spells. Also don't overlook wail of the banshee as even with enemies saving vs. death you'll still throw the negs on them to soften them up. For filigrees, go with neg energy healing on hit, sneak attack dice, imbue dice & negative amp.