Outside of the Wizard's saves, the consideration of the spellbook (as some DM's may have restrictions on buying your book as you become a wizard), and the character's history and background, there is no real advantage to choosing Wizard at first level if multiclassing as a fighter.
The fighter would lose heavy armor proficiency if multiclassed in to, and a high Con save has serious advantages, as you pointed out. The weapon proficiencies are a nice addition depending on character concept, but that is something you gain regardless of whether you take it at 1st level or not.
As for the cleric, they gain the armor proficiency regardless of what level if you choose an appropriate domain, they gain spells, and they promote normal spell progression. Overall, mechanically, I would say that Cleric is the stronger option. They aren't likely to do as much damage with weapons, but access to Cure Wounds and similar spells that are normally barred from Wizards is certainly a huge bonus.
If cleric is chosen, the choice of which class to take first isn't nearly as clear, nor is it as important.
Ultimately, look at the class features of fighter and cleric to decide which one you think is better for your goals. If you choose Fighter, it is advantageous to take it at first level. If you choose Cleric, it isn't really important which you take first.
You can definitely sell the items at the end of the episode or adventure, per the AL Player's Guide (pg 7). Anything else is up to your DM. Note that these are distinct from the end of a session.
At the end of an episode or adventure (and sometimes
during an adventure), you can buy or sell mundane
items. Any gems, jewelry, art objects, and trade goods
you find during adventures are automatically converted
to their full value in gold and divided up among the
adventurers in your group.
Arms, armor, and other equipment fetch half their
cost if you sell them.
http://dnd.wizards.com/articles/events/adventurers-league-resources
Best Answer
Yes, but there is a value exchange that you need to do
The AL league rules (currently at v8.2) state:
For ease, here are the related rules from the Basic Rules
In your case, this is how it would work:
If you can get 13gp from somewhere (possibly background), then you can do this.
AL doesn't give an option for starting wealth
The rules also state:
Choosing equipment does seem to be the limitation.
A way to finesse this to get what you want
If your background doesn't provide you with enough gp, then by picking some high cost items and selling them back, you can get what you want.