Oh, they're just the same as on Ezren's original sheet, so I didn't mention them. That said, I've now decided to change them to Fleet, Combat Casting, Improved Initiative.
You can learn
Expeditious Retreat to increase your movement speed far greater than that. To use a feat to just get 5' per round for an arcane caster? Definitely sub-optimal when you can do four times better than that with a 1st level spell.
Consider taking
Point-blank shot instead, to add +1 to your attack and damage with a range touch spell or a missile weapon at 30 feet or less. It's also a pre-requisite for
Precise shot, which is a feat you would
very much like to have as a caster.
I only have the core rules and the APG. No Adventurer's Armory.
It's still standard equipment out of the books you have and is available for 40 gold pieces. It's on the link about I provided you with. The spell focus effect of +1 to
Ray of Frost is, however, note in the
Adventurer's Armory. (but I promise you, it's there and that's what effecit it has!).
One spell I think you didn't take is
Enlarge Person. Especially when made into a potion, it's one of the best 1st level spells in the entire game and remains a standard buff through all levels of play, long after you generally ignore almost all other 1st level spells that you know. For lower level parties,
Enlarge Person is the best buff to a fighter you can give. It confers +2 to strength (effectively, +1 to hit and damage) Reach (tactically, reach is a HUGE advantage in combat and is difficult to overstate its usefulness) and it increases the damage die to shift up from medium to large damage. A Great Axe will shift from doing 1d12 to 3d6 of damage when
enlarged. Admittedly, it does decrease the AC of the enlarged target by one. That's okay. (The bad guy never gets close enough to even make a melee attack!)
That's an averge increase per attack of 4.5 points of damage, and the damage from a critical hit when power attacking with an enlarged Great Axe sends the damage from a single hit north of 50+ points in one swing. Seeing as all of that is accomplished at 1st level? It's a pretty awesome buff.
It does not note this in the spell description, but the way the new CMB mechanic works, Being a Large vs a Medium target effectively
also increases your CMB by +2 against a medium opponent which is a pretty decent boost to CMB in low level Pathfinder. (It's a +6 increae to grapple).
How cool is that? Well consider a foe who tries to close on the enlarged fighter. As the foe tries to close, he'll provoke an AoO. Using reach and a trip attack (any weapon can be used to do a trip attack, and your enlarged ally does not provoke an AoO becuase with reach, he won't be in range to provoke because he is enlarged) he can then prevent the foe from approaching in order to even get an attack. Down the foe goes, prone. If the next hit doen't kill when he is down, when he tries to get up -- you get to hit him with an AoO again. All the while, the foes has never managed to get close enough to make even a single attack.
When combined with trip.
Enlarge Person is so uber it's just
broken, imo. Like
Shield,
Mage Armor, and
Expeditious Retreat, it should be a self only spell at 1st level. But, whatever

I'm just pointing out the advantages per RAW.
At third level, you can take the Brew Potion feat and make a potion of
Enlarge Person for 12 gold thast lasts for three minutes. A
Potion of Enlarge Person is even MORE useful than the spell itself, as it takes instantaneous effect when consumed as a potion (otherwise, it's a full round cast that goes into effect only on the next round).