I'd go so far as to suggest that Craft Wand, Scribe Scroll, and Brew Potion are essential to a Wizard's success, and they aren't bad for a cleric either.
The big stuff you can find along the way, but you can never have too much of the little stuff and its relatively cheap and easy to create in 3rd edition.
Some of the low level utility spells are just needed to infrequently to justify memorizing, but are essential to have when they are. Wizards can quickly turn into swiss army knives with a scrolled spell for every non-combat problem, and can then fill up their prepared spell lists with the daily supply of artillery without worrying about needing spells for special circumstances.
Remember, an ounce of prevention will save a pound of healing. If the cleric doesn't have to spontaneously cast cure spells, then he can help the party take down the monster which reduces the ammount of healing that has to go around, which in turn reduces the ammount of heal spells he has to cast, and so on.
There is nothing quite like having a wand of cure light wounds. If you make a minor goof up, you only have to spend a few XP and gold to make the consequences of that mistake go away. Wands containing first level spells like Burning Hands and Magic Missiles can be created at moderate caster levels to give wizards a way to contribute to winning the attrition battles (medium difficulty mooks that soak up party resources) without wasting spells that are going to be important for defeating the 'stage bosses'.
Having a decent healing potion handy for reviving the party cleric can go along ways toward preventing TPK's.
In short, I've found item creation feats are great things for the party to have and I wouldn't want to try to do serious dungeon crawling without them.