Yep, sorry it took me a bit, had some other stuff to do, and then some mulling...like unto wine.
So I only have a couple of suggestions, CB, and I will provide a little explanation of my reasoning.
First, I suggest replacing Tasha's Hideous Laughter with Thunderwave or Charm Person. This is because THL is a spell that offers a save every round to negate the effect of. Your save DC is not going to be very good at the start of the game. It won't be terrible, but it's likely THL wouldn't last more than a round or so, which undercuts its potential. Thunderwave gives you a spell that targets Constitution saves, and provides a physical effect, which could be useful. Perhaps flavor it as a powerful telekinetic burst, or a sudden attack of jazz?

Charm Person targets Wisdom, but has some real advantages over THL. First, it allows one save, but lasts up to an hour...without Concentration! As long as you can get the spell off before a creature is attacked, it gets no advantages to save. A charmed creature will leave you alone, if not necessarily your friends. This spell also has some noncombat utility, though be aware that any target will know it was charmed once the spell wears off, so be prepared for any consequences.
Detect Thoughts looks pretty interesting. Of special note is that the basic level of effect does NOT allow a save. If you limit yourself to surface thoughts, not only does the target not get to save, but it doesn't notice the eavesdropping. This is quite useful potentially! Keep it.
Phantasmal Force is not a bad selection. It targets a different attribute (Intelligence), and has a quite versatile range of effects. One thing to beware of is the possibility for a creature to use an Investigation roll against your save DC. This only happens if they carefully scrutinize the illusion, but it will give some targets an enhanced ability to beat your DC.
Other possibilities to consider at 2nd level are Suggestion, which can be quite nasty if phrased correctly, and Calm Emotions. The second spell I mention here has dual uses, which make it a good value. You can use it to suppress fear and charm effects on allies, or you can use it to force hostile creatures to become indifferent for the duration. Fear and charm can be really disruptive in a fight, so having that option is great by itself. But on top of that is the potential to defuse combat situations temporarily, giving allies a chance to regroup, flee, or do something clever while the bad guys lose interest in attacking for crucial moments. Oh, and it's got a pretty good area effect on it.
You could also take a look at Heroism, but I think that's a second-tier choice for your build. You have better options available to you.