OK, I see. STR 13 is also needed for Hide proficiency. Still, it looks like you're more spread out than you need to be. You're committing way too many attribute points to buy your way into feats that you don't really need.
Really, with 19 feat choices over 30 levels, that is usually the case. And since Wizards are more focused on a single attribute than any other class, I can spare the attribute points.
What makes Staff Mastery useful is the fact that you can invoke it after the DM rolls damage. You don't need to load up on fighter-scale AC, because you can CHOOSE when to take your bonus, and use it only when it will make the difference between success and failure (AND only when the damage is significant enough to want to block). Same goes for spells like Shield.
However, Staff Mastery and Shield are only useful once per encounter each. Even if you only use it when it determines success or failure, there are a lot of attacks that occur over the course of a combat (and Shield won't help you versus Fortitude or Will attacks).
The big flaw in your character design is that if you have an even marginally competent Defender in the group, you won't be attacked all that often. So, here's this tremendous investment in AC that's going to sit around unused most of the time.
Over 30 years of gaming, I've found a LOT of people who aren't even "marginally competent" - sometimes on purpose for roleplaying reasons, sometimes because they aren't that proficient with the rules, and sometimes simply because they're jerks. It's nice to have that buffer of AC when that happens.
Rather than loading up on 5 points of STR just so you can spend 3 feats on AC boosters, why not just stick to CON, and pull the trigger only when it matters? Besides, more CON means more hit points and Healing Surges, anyway.
If I'm not hit, why do I need a lot of healing surges? And the difference 5 CON makes is...5 HP. Not a big concern.
Likewise, though I think Spell Focus is nice, it's not a must-have. Pushing 2-3 points into CHA for just one feat is too much opportunity cost.
Losing 2-3 HP and a healing surge isn't a big cost in my eyes.
If you're willing to let your AC cap at leather armor sans shield, you've suddenly dropped two ability requirements and regained 3 feats (Dark Fury, Burning Blizzard, and Improved Initiative all come to mind). You can then safely focus on INT, CON, and WIS and be an extremely competent close range blaster. Alternatively, you can dump WIS and go pure INT+CON.
Dropping 4 points of AC and 2 points of Reflex defense is a pretty big deal. What I get for doing so isn't all that much.
The feats that boost damage boost it 1, 2, or 3 points, depending on tier. At level 30, when my weakest at-will does 2d6+10 (avg 17), raising that to 20 pts isn't a big deal. The return is even worse on encounter and daily powers that do more damage. The high defenses mean I don't need to go first (and I prefer to get a feel for the situation before I act, anyway), so Improved Initiative isn't really needed.
As far as the sword goes, yes it's nice that you gain an off-hand and I can see why you would want to exploit it, I just think that 4 points of STR is too expensive. Just use that extra hand to wield the sword 2-handed and take the extra +1 damage.
Again, I consider the loss of 4 pts of AC and 2 pts of Reflex defense to be huge, and gaining a few HP and +1 damage with a single encounter and single daily to not be worth it.
Also remember, this is a concept build, focused on defenses. If I just wanted the best wizard I could make, I'd choose Orb and pump Wisdom to completely lock down a group of foes once per encounter.