I don't see why your 2 levels of Monk is granting you Charisma to AC instead of Wisdom.
If it's supposed to be wisdom, then your AC is going to 11 less. So 43 instead of 54. Still pretty respectable, though.
Also, your Flatfooted AC is going to be 23. (10+Deflection).
Aesthetic Mage lets me get my Cha to AC instead of wisdom.
Fair enough, fair enough.
When flat footed I only loose the +13 from Arcane Duellist, so my AC would be 41, or 45 after my free action buff.
Alright, blame the late-night posting. Your AC is going to be much higher than 23 when flat-footed. In any case, if someone has dedicated themselves to melee or ranged attacks, they will definitely have a +30 to-hit or better on their best attack. (17 BAB + 5 from weapon + 4 from ability = +26 to-hit straight away. And that's pretty much the lowest base to-hit bonus you're going to see, as it doesn't count
anything else.). So melee or ranged combatants will still hit you if you're flatfooted easily enough.
I don't think you have read the whole thread, or you wouldn't make those comments about a rogue winning outright. e.g. In the floor, huge AC, 50% miss and 50% ignore damage from a corporal source and you probably would never know of my existance until you walked past me and I stunned you with a AoO. Just read from the begining.
Ghost Touch or Force weapons take no Incorporeal miss chance, and even if a character only had magical weapons they'd still kill you since you only have 86 HP and 41 Flatfooted AC. A rogue would just attack more times to get off those two sneak attacks. As for the miss chance negating Sneak Attacks, no Rogue worth their salt doesn't have a way around miss chances granted by cover.
As for your "50% miss chance", which I assume is coming from staying in the wall, you actually have Total Cover, meaning no character can attack you. I assume you mean you have 50% miss chance defense when partially exiting the wall while trying to attack. In that case, my hypothetical readied action would not be to attack you as you leave the wall. It would be to retreat by spell or item or other ability so that you didn't have the advantage of terrain when we fought. If I did think I could drop you with one hit, it would be because I have a ghost-touch weapon and the Blind-Fight Feat (pretty likely on a melee character, so this is fair play to consider it). A high-damage standard action attack from a 17th level Martial Adept will kill you if it hits (Inferno Blast for SwordSages, Strike of Perfect Clarity for WarBlades, Greater Divine Surge for Crusaders), so you have a 75% chance of dying instantly against a well thought-out melee build when attempting your "Possess Attack from the Wall" tactic. Other characters just run away because they know you have the advantage (Which means you survive).
As for being in the wall, well, you can only sense the hypothetical assassin if they are exactly adjacent to the wall you're residing in. Realistic Scenario: You hide in the walls for eternity, and my character never walks adjacently to a wall you reside in; You survive, but its really a pyrrhic victory for your character. Honestly, I really don't think you, as a player, are going to spend all your time making your character hide in walls. If you are actually playing this character and never leave a wall, well, congratulations. You've made a character who can hide in walls really well. However, in real play, you are not going to spend all your time in walls. That just really is not entertaining to play (DM: "Alright, it's your go. What do you do?" You: "I hide in the walls." DM: "Okay. For how long?" You: "Forever." DM: "Alright, you hide in the wall forever. Roll up a new character to play."). Thus, the hypothetical ghost-killing character will be able to get you when you leave the wall sometime.
Also, Woodland Archer can give you a lot more bonuses than you think. Right now, I have one character who uses Palm Throw(Master Thrower ability, Complete Warrior), TWF, Rapid Shot, and the Splitting Weapon Enhancement (Champions of Horror) to gain 32 attacks per round at level 17 (Yes, this character actually exists, and gets 16 BAB at level 17). Let's say my Master Thrower misses 20 times. (Not likely if they win Initiative, you only have 41 Flatfooted AC, and this is a 17th level combat character. More likely if you win Initiative, as you have 54 AC). That's a +80 on all the remaining attacks (+4 for every missed attack). So that's 12 more attacks that have at least +80 to-hit. Needless to say, any machine-bow or machine-thrower worth their salt *is* going to hit you in straight up combat, whether you like it or not. Maybe not that many times, but you will get hit. Considering the average 17th level combat character has +26 to-hit only factoring in BAB, Magical Weapon Bonus, and Ability Bonus (17 BAB +5 Weapon Bonus +4 Ability), the hypothetical ranged character will only have to miss 10 times to get a +40 to-hit and thus always be able to hit you. My Master Thrower is still going on Full BAB attacks at that point (If all 4 Rapid Shot attacks missed, then 6 out of 8 Main Hand attacks missed); more specifically, I still have 10 Full BAB attacks left to hit you with a +70 to-hit.
Again on the topic of hiding in walls: If we're considering the idea that a character is actually hired to kill you and knows your weaknesses (Instead of just picking any old character and pitting them against your build), becoming ethereal and following you into a wall really is not that hard to do. On the other hand, finding you at all is going to be difficult, as you can always play keep-away considering your abilities.
As for cleric turning...
...I have no idea. Can anyone help my find a way around this?
Get Improved Turning Resistance multiple times. You already have +4 Turn resistance, so that makes you 16th level for the purposes of resisting Turning or Rebuking. Get a couple more times and you won't have to worry about Sun Domain clerics or clerics with the Disciple of the Sun feat (Complete Divine) destroying you instantly because they won't be able to turn you at all.
Turning is really powerful in DnD, and is pretty much only countered by staying out of the 60ft. range or getting Improved Turning Resistance multiple times. Improved Turning Resistance is costly but works very well (as in, completely stops Turning or Rebuking). With the range thing, meh. Just accept the fact that Clerics are made to be good against Undead.