thanks for input. Yeah, his damage is high, and that was the main thing i would tweak (especially Hurricane). As for removing powers completely or making them recharge...well, that sort of goes against what i wanted. Each power is only going to work once in a fight (and the Builder lets me add them as Dailies). So, aside from Magic Missile, the wizard only has 4 one-shot attacks. And without worrying about recharge, that is 4 drastically different effects he pulls out of his hat of tricks. Which is what i was shooting for.
Now, assume that your baddie wizard escape and the PCs chase him, well, the Dailies aren't going to recharge for quite a while.
I don't want to be too controversial here but I don't think he is overpowered, in some ways he is underpowered.
I get his HPs to be 148 (yours 111)
I get his defences (after elite bonuses)
AC 23
Fortitude 20
Reflex 23
Will 22
he hasn't got any resistances, I would probably give an elite wizard some sort of resistance item, if he was supposed to be the rough equivalent of a PC I would give him some eqipment from the books and give him some abilities based roughly on them. (this means that he has something logical to loot)
General
I get the attack bonuses higher than you.
vs. AC should be +16
vs. NADs should be +14
Magic Missiles
I am a little dubious of him being able to use this attack as an opportunity attack (?) other than that its standard damage, no extra effect and he can make two attacks when bloodied. If anything its underpowered as a level 9 elite should probably have an at will double attack.
Acid Claw
This is not much better than magic missile, in fact it might be worse because it is only 1 attack.
I would change this to 3d6+5 damage and target takes 5 ongoing acid damage (save ends) and all creatures adjacent take 5 acid damage and 5 ongoing acid damage (save ends)
Fireball
I think this should be area burst 2 within 15 squares (your notation is a little hard to follow)
Serpent Swarm
I would make this an attack it could only do when it was bloodied, as a nasty surprise, it would also help pacing. I would consider dropping it to burst 2 but I am not sure it needs that.
Howling Hurricane
As written this power is a little over the top for a creature, especially an elite.
I would make it area burst 3 within 15 squares; attack +14 vs. Fortitude; 2d8+5 damage; creates zone, Wizard may slide any creature starting its turn inside the zone 2 squares, Wizard may move the zone 4 squares as a move action, minor action to sustain
Iron to Glass
Its an interesting power, I don't like the way that it affects a creature rather than a weapon. I would probably go with something a little simpler;
Iron to Glass (standard, recharge
)
attack +14 vs. Reflex; on hit targets weapon is transmuted into glass, if the weapon is used it will break and be destroyed after resolution of the attack. (I would then allow some sort of arcane ritual to mend items during an extended rest)
This wizard is obviously meant to be a "named" threat and would be used in an important plot encounter, with that being the case he should be dangerous and memorable. These powers make him dangerous and memorable.
Just my opinion.