Dr. Awkward said:
To me, the wizard is indeed looking like a jack-of-all-trades, with a special focus on blasting. From what I've heard so far, he's got a little enchantment, a little summoning, a little transmutation, and generally a mixed bag of fairly unimpressive but wide-ranging abilities, supplementing his direct-damage and battlefield control shticks. The thing is, he's already playing second fiddle in those areas to the yet-unwritten specialists like the psion and the illusionist. Once they come in, they'll be numero uno at those sorts of tasks, while the wizard will be merely competent...which is better than being confined to blasting completely. I expect that these other classes will have minimal direct-damage and area control effects, to allow the wizard to excel there.
I kind of wish that these other classes were being presented as a more unified package, though. Have a group called "wizard," and have illusionists, psions (called enchanters), necromancers, et al. fall under that category. Call the basic wizard as presented an invoker, and you're good to go. If you want to be good at necromancy and illusions, you multiclass two wizard types. Otherwise, you have access to your "good" list of spells, and some not-so-good breadth spells. In fact, if they went this route, they could have a common list of B-list spells shared between these wizard classes, and each class could have its own set of A-list spells, plus unique class abilities to complement them, much in the way that discipline powers worked in the 3.5 psionics handbook.