I also play a sorcerer. I started off at 11th level, so I got to build one from the grounds up. I quickly realized what a powerful option it is to cast the same spell over and over and over. It might not be very creative but it works. Here are some of the spells I picked up, 1st to 4th.
1st Level
I just had to have magic missile, because it's reliable. If you have a good Dex score, the lesser orb spells can be nice too, at least until you pick up the orb spells at 4th. I have bracers of armor +3 (I'm 12th) so I have shield (otherwise pick up mage armor); gotta have some protection against those archers. Ray of enfeeblement can help reduce damage from strong enemies, especially if it's Empowered. I haven't used true strike yet, but with all those ranged touch spells I have, it's only a matter of time.
2nd Level
My character is very good at bluffing, so alter self suits him well. (He once disguised himself as a NPC we kidnapped to stave off suspicion. Doesn't sound as reprehensible as it was.) See invisibility and glitterdust are both useful against invisible foe, but you'll have to choose between range, and additional effects (I picked glitterdust solely for the dual effect). Mirror image can save your life (again, stupid archers), and of course scorching ray is amazingly powerful for its level, and gets better when Empowered. Invisibility is useful to hide from enemies, spying, or even just getting away from that ogre who just surprised you.
3rd
Dispel magic, definitely, until you pick up greater dispel magic; gotta have some way to weaken those enemy spellcasters, or remove buffs from frontline enemy warriors. Your party is gonna love haste. If you are careful, every single fight, they will be hasted. Then, there's fireball or lightning bolt, pick your poison. Fly is priceless.
4th
One of my favorite spells is Evard's black tentacles. Since sorcerers already have high Charisma, I also picked up charm monster, though it's more useful in social situations than actual combat. Orb spells let you do good damage and have an additional effect.
(I have to disagree about ice storm though. Yeah, it doesn't offer a save, but even a 10 dice fireball can do more of damage on a successful save. A sorcerer should pick spells that scale up as well. If you want to take out rogues, there are better options than area spells IMHO, not the least of which are orb spells.)
I haven't picked them yet, but chain missile (3rd) and especially ruin delver's fortune (4th) sound awfully nice. The first lets you fire off up to ten magic missiles, and each individual missile can ricochet to a secondary target. The second is cast as a swift action, and lets you gain a bonus on a single save equal to your Cha modifier (along with a secondary effect such as evasion or immunity to poison) or bonus hit points for 1d4 rounds.
The new spells I described are all in the Spell Compendium.