I still haven't played it, so this is just how it feels.
6 at-will cantrips seems a little much, but that's because the pre-gen has class AND theme giving cantrips. Even though I know the general mentality is to over-specialize, I would HOPE that the magic-user theme gets used by non-casters and the wizards take other themes.
Offensively, Shocking Grasp seems fine because its a melee attack, Magic Missile seems ok, but I'm not sure why it scales and it seems pretty lame that its an auto-hit at-will for both other players and even for the wizard player themselves. "I shoot magic missile. I don't need to roll. Your turn." Ray of Frost SEEMS overpowered but I want to see it in play. I'm guessing it will be one of those wizard-type issues where if there is only ONE enemy, you could potentially run into a problem.
I mostly roll my eyes at Light because very few groups I've ever played with have wanted to bookkeep for light sources constantly. Its ok when it comes up once in a while, but having dark caves filled with enemies with darkvision gets old if youre doing it constantly.
Mage Hand like many low-level utility spells, can be useless in the hands of someone uncreative, awesome in the hands of a good player and annoying in the hands of someone in the middle who keeps trying to abuse the system. It probably needs to have a few more restrictions if its going to be at-will.
My BIG problem? That I haven't seen anyone talking about yet???
DETECT MAGIC AT WILL.
I guess you can pretty much give up hiding magic items anywhere ever.
Why wouldn't the wizard walk around with almost permanent detecto vision?
This seems ripe for abuse. Again, I really feel the at-will spells need to have carefully considered restrictions.