Wizard Spells Prepared (4/6/5/5/5/5/4/4/4/4; save DC 15 + spell level).
0—acid splash, daze, detect magic, read magic;
1st—burning hands, magic missile (x2), shocking grasp, sleep, true strike;
2nd—detect thoughts, gust of wind, scorching ray, shatter, web;
3rd—displacement, empowered acid arrow, empowered ray of enfeeblement, empowered scorching ray, ray of exhaustion;
4th—black tentacles, charm monster, empowered energy-substituted (acid) fireball, heightened hideous laughter, heightened stinking cloud;
5th—1 sacrificed for spell power, 1 sacrificed for spell-like ability, hold monster, mind fog, quickened true strike, teleport;
6th—1 sacrificed for spell-like ability (chain lightning), acid fog, empowered extended ice storm, empowered quickened magic missile;
7th—1 sacrificed for arcane reach, empowered energy-substituted (acid) freezing sphere, persistent mage armor, persistent shield;
8th—1 sacrificed for mastery of elements, extended mage's sword, heightened prismatic spray, quickened energy-substituted (electricity) wall of fire;
9th—1 sacrificed for arcane fire, empowered polar ray, meteor swarm, quickened energy-substituted (acid) cone of cold;
10th—persistent fire shield.
EDIT: After going to all the trouble to work in Energy Substitution, I noticed we gave it mastery of elements. <sigh> Fortunately, that feat doesn't modify the spell level, so we can simply ingnore the energy-substituted bits until I port the final list to Homebrews.
Updated.
Uh-oh...I just looked at the prereqs for archmage and it needs Spell Focus in two schools of magic as well as Skill Focus (Spellcraft). In addition to the slot freed up from Energy Substitution, drop Eschew Materials or Craft Rod?
Wizard Skills: 88 ranks
Concentration 19, Knowledge (arcana) 19, Knowledge (the planes) 19, Spellcraft 19, Use Magic Device 6 (cross-class thus costs 12 ranks)?
Archmage Skills: 26 ranks
Concentration 5, Knowledge (arcana) 5, Knowledge (the planes) 5, Spellcraft 5, Use Magic Device 3 (cross-class thus costs 6 ranks)?
Well, they can use many magic items just because they have a lot of spells on their spell list. I think the point is that they're supposed to learn all the abilities they need as spells and skills, but they're not a Cha-based class and therefore shouldn't impose their will on inanimate items.
Not the force of their personality, the dominance of their intellect!
Yes, skills and feats are good.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.