It's interesting that you dismiss the bonus MCL and DC from AoV. If you reworked your enhancements to pick those up and keep the AP down to 41, you could go into FI and pick up 4 CHA for 24 points, instead of the 2 you are getting from War Soul now, while also picking up a color spray for monsters that have weaker will saves but are immune to your usual CC or have SR. The guide also says Aasimar, but I assume rather that you'd run a CHA race instead. The extra points left over from the switch from WarSoul would also allow you to pick up CHA from the racial enhancements if you can't already get them from racial AP (2 CHA for 6 AP is pretty sweet). With those changes to enhancement points, that also allows you to pick up an extra point of CHA from falconry or HA. With those changes in total, your DCs would go up by 3 and your damage would also go up by a hefty amount. Alternatively you can drop FI to 13 points and put 17-18 pts in the racial tree (depending on whether you go tiefling or dragonborn). That would lose you 1 DC from FI but you would get a net 1-2 from racials while also benefiting from fire immunity stripping (if tiefling) or better damage with your fire spells (if DB).
I think "Energy Resistance: Fire" is preferable to acid, as acid spells tend to be lower damage or DoTs (i.e. you're less likely to see spike damage with them). It might not be a bad idea to switch out Master of Alignment for a combat style feat like Shield Mastery. That'll give you some hp, and the only ability you are using that benefits from MoA is holy smite the spell. For Epic Destiny feats, it might be better to pick up ESP Fire instead of ESP Positive and maybe pick up Crush Weakness instead of Deific Warding. Alternatively, you can replace ESP Positive and Deific Warding with two extra combat style feats, although whether this is a net positive to your survival depends on what values you had before. It kinda looks like you're spreading yourself too thin, because you have survivability here but also damage there with a sprinkle of CC and a dash of healing.
LEVEL I Spells: Bless is a really nice lvl 1 spell, especially if you are in a group of physical damage dealers, since it's a nice +6 to atk. Obscuring Mist can also be good if you're in a raid or maybe a quest where the boss is a heavy hitter, since the concealment is not bypassed by trueseeing, though I suppose if you have the patience you can just scroll cast it.
LEVEL III Spells: I would pick up Prayer instead of Mass Aid. It gives a +6 luck bonus to skills, saves, atk, and damage, and so is one of the best party buffs (or self buff only even) in the game. I also has the benefit of reducing those same stats on the monsters, so for example you can quickly throw a prayer and implosion and it'll be like improving your DC by 6. As for other utility spells such as MC Evil, remove curse, remove disease, or remove blindness, I suspect that people will have potions of those on-hand should the need arise.
LEVEL V Spells: It looked like the beginning of the document mentioned it, but just to make sure, G. Command is very good for you, especially if you are also speccing for Enchantment. Perhaps in lieu of Raise Dead or Stalwart Pact.
LEVEL VII Spells: YMMV but I've found symbol of stunning to be of questionable utility (it's mentioned in the document as one of the CCs to go for). Aside from that, Protection Mass might not be bad. Really don't know how much grouping you're hoping to do.
LEVEL VIII Spells: this might sound heretical, but I'd probably pick up Holy Aura instead of CCW Mass. You give yourself and allies a hefty bonus to AC and saves for a very long duration and an immunity to enchantment effects for a much shorter but decent amount of time.
LEVEL IX Spells: I'd pick up Celestial Bombardment instead of Mass Heal. Mass Heal has the casting animation of a summon, so even if you quicken it, the person you want to heal will probably be dead before then. Also, Celestial Bombardment does massive damage and it is a tripple DC check against knockdown (so basically a cometfall on steroids). Other contenders for lvl 9 spots are Divine Wrath and Energy Drain. Some people might not see the utility in Energy Drain since negative levels are regained very rapidly in epics, but minibosses are not automatically immune to the neg levels and you deal on average 5 per cast. Since each neg level reduce current hp by 10%, you can reduce a monster's hp by roughly 40% on average (monsters don't heal loss hp when they regain levels). Implosion is good (better if you're not afraid to get close and personally with the monsters), True Res is great, so this spell level is probably the most regrettable to weigh options on. I'd probably go Bombardment, True Res, Implosion.
For destinies: You're probably better off going T5 in Draconic, Fatesinger, or Exalted (I mean, you already have 30 pts in the tree) and picking up. Fatesinger would net you better DCs and some nice CCs with a nice group friendly epic moment, Draconic would net you better damage, and Exalted would be somewhere in-between. Primal would make a good secondary destiny for cocoon, some extra CHA, temp SP from the mantle, and the upgrade to Shard Storm or Reborn in Fire (Shard Storm would offer temp HP while Reborn in Fire's upgrade doubles the healing in addition to the damage). For a tertiary tree, Sentinel might not be bad, but I think it'd be better to not have it as a primary or even secondary tree. Consecration offers very little for your build as an epic strike. It's stationary, so you have to stay in it to heal; it checks your spellpower each tick and does not crit; and it puts other epic strikes on a 20 second cooldown, which means you're going to have to find something to kill monsters with in the meantime.
I'd probably go Fatesinger as the primary, Draconic as a secondary, and Primal as a tertiary destiny. Fatesinger offers 2 CHA; 35% threat reduction; a G. Shout evocation cc for monsters that happen to get nearby that you can use in conjunction with you BoGW; spellcost reduction; enchantment DCs; spell pen (though I'm not sure if you'll get it to a working level); fast CHA regen (not CHA damage immunity!); enlarge; +4 DC in the T5; a nice group friendly epic moment; and a nice enchantment CC that doubles as an instakill that works on most non-bosses (and minibosses will still dance even if they can't be slain with it) and bypasses SR. Draconic gives you a pretty nice trash clearer with Dragon Breath; nice ablative effect with Scales of the Dragon that also provides fire absorption (assuming you picked the fire dragon heritage); spellcost reduction; a nice dot from the mantle (and you can snapshot your archon with it too if you want so you can be in a different mantle for the 5 or so minutes that buddy lasts); evocation DCs; and saves. I normally wouldn't be opposed to going up T5 in there, but you don't have Ruin and G. Ruin, which are the things that get greatly boosted up there and I don't know what race you'll choose, so stripping fire immunity/healing could also be an issue. Primal offers you Cocoon, Carrion Swarm/Spring to Summer for a nice hard hitting DoT/AoE Cocoon; Shard Storm/Reborn in Fire that you can upgrade for temp hp/big heal for you and those around you; and, with more points, the evergreen mantle upgrade to proc temp SP on the way to the boss (it looks like you don't have all the Destiny Points yet). Having 100 SP every 20 seconds goes a long ways towards enabling you to deal more damage, cc, and healing.