It's my turn to suggest now...
As your first Wizard, let's try to make it quite typical but also let's try to give you good defenses for survival. Anyway, remember to be careful in battle: your role will be to stay away from melee as much as possible; if you're forced into melee, don't try to smash the foe hard, but rather remember you can Fight Defensively or use Total Defense (you'll lose your standard action but you can get away from melee without AoO), and call for backup help from your friends.
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resume
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ABILITIES (highest to lowest): Int, Dex/Con, Wis/Cha/Str
RACE: Elf
SKILLS: Spellcraft, Concentration, Knowledge(Arcana), Tumble/Alchemy
LANGUAGES: Draconic, any other
FEATS: Toughness
SCHOOL: Transmutation/Conjuration (banned Evocation)
SPELLBOOK: Mage Armor, Burning Hands, Color Spray, Unseen Servant, Spider Climb
SPELLS PREPARED: (see below)
FAMILIAR: Toad/none
EQUIPMENT: (see below)
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longer explanation
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ABILITIES
As a typical Wiz, put highest score in Int (so let's assume a minimum bonus of +2). Secondary, put high stats in Dex and/or Con. Finally, if you still have bonuses somewhere, freely choose among Wis, Cha and Str what you like, but don't worry too much.
Alternatively, if you have a very high first score and a good second score, such as an 18 and a 16, you can put the second highest score in Int and the first in Dex or Con - your Wiz won't be spoiled by Int 16 and you have a little extra life insurance.
RACE
Make it Elf, Halfling or Gnome preferably: Humans are fine for the extra feat, but the skill extras is not that much (you'll have probably already maximized at least 4 skills, and there aren't many class skills left to buy).
However my favourite is Elf: among the several bonuses, you'll find the extra proficiencies extremely useful. With a longbow you'll be doing approx the same damage as with a light crossbow (save Str penalty), but you'll always have a MEA per turn. This will let you be always useful in combat even when you're out of spells.
The serious drawback for Elves is -2 Con, but everything else in my proposal is made to boost your defense up, you shouldn't come up helpless at the end.
SKILLS
You can maximize at least 4 of them (2 + 2 Int). Actually, apart Spellcraft and Concentration, there aren't many must-have skills for Wiz, and class skills are very few: you may spend extra skill points in cross-class skills.
I'd choose:
Spellcraft, Concentration and Knowledge(Arcana) - not always necessary but very typical for Wizs
Then spend the rest as you like among Alchemy (if you plan to craft special items), Tumble (for emergency retreats), Listen/Spot (very expensive, considering you have +2 from Elf already).
LANGUAGES
Draconic is the iconic choice for Wizs. You'll have plenty of bonus languages, choose the ones your friends don't speak: the party will be able to understand more talking creatures they meet.
FEATS
Although it's usually considered weak, choose Toughness: it'll almost double your HP at 1st level.
Forget about metamagic until you can cast 2nd level spells.
If you choose Human, a simple Improved Initiative is fine as 2nd feat.
You get Scribe Scroll for free as well as Alertness when your familiar is with you.
SCHOOL SPECIALIZATION
Pick one. You'd better have more spells/day with your first Wiz.
Choose a utility school with various spells, such as Transmutation or Conjuration, and ban Evocation. Every choice regarding to specialization is questionable, but before Fireball you won't miss Evocation much, and you can have attack spells from other schools.
SPELLBOOK
Let's suppose you can have five 1st level spells (the minimum).
1. Choose either Mage Armor or Shield (I'd say Mage Armor, less bonus but it lasts 1 hour, you may need to cast it only once)
2. Choose one or two damaging spells; this is more for flavor, you can count of your bow without wasting spell slots. I suggest Burning Hands (little damage but doesn't require attack rolls and can catch more opponents) and Color Spray (the only 1st level Enchantment which will retain some usefulness against later monsters)
3. Choose a couple of utility spells: e.g. Unseen Servant (trigger traps, spread confusion) and Spider Climb (for emergency retreats)
SPELLS PREPARED
This is only an example:
lv0 - Detect Magic, Daze, Mage Hand, Read Magic (if you're Transmuter) OR Ray of Frost (if you're Conjurer)
lv1 - Mage Armor, Burning Hands, Color Spray
Scrolls (as soon as you have money/xp to spend) - at least 1 scroll per utility spell, so you don't waste slots if you don't use them, plus a couple of extra Mage Armor and Detect Magic (you don't use the latter in combat, so when you have scrolls for it, you can use the slot for something else).
FAMILIAR
You need to gather 100gp to summon, so decide later which one. It's not so easy to manage a familiar, so for now choose Toad: totally ineffective at anything, just carry him in your pouch and get free Alertness and +2 Constitution.
EQUIPMENT
Longbow and, if you have enough starting gold, Longsword/Rapier (the one you choose as Elf), otherwise Staff.
If you still feel unprotected, take a Leather Armor for +2 AC (no penalty for not being proficient) but you'll have 10% spell failure.
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BTW, this is MY Wizard actually
