Hit Points: Instead of rolling you get a fixed number, which is determined by your hit die (HD), which is the d4 in your case, by taking the maximum result, divide by two and then add one. So your sorcerer will always "roll" a 3 for hit points.
Feats: First, your feats are not legal, since Precise Shot has Point Blank Shot as a prerequisite. Then, Spell Focus needs to be specified, for what school it will be (i.e. Evocation or Enchantment). Also, since you are human, you have another feat at 1st level! I'd stay away from Brew Potion, it doesn't seem very useful for a sorcerer, since you do not know many spells to use it with. I'm not sure how useful item crafting will be in general, also, so it might be best to stay away from it completely. Maybe Paxus can tell you more about that. Point Blank Shot would make sense, too (see previous comment). I'm also not so sure about Extend Spell. As a sorcerer you normally can simply recast the spell, so it's rarely needed. A good metamagic feat for a sorcerer of that level is Heighten Spell, as it will make your spells much harder to resist, if necessary. Greater Spell Focus and at this level Spell Penetration are also good ideas in general.
Spells: You
absolutely need Prestidigitation (who needs Resistance, anyways - buy a cloak).
In general, I think you have too many damage dealing spells. You can only cast one of those at a time, anyways. Also, you have Greater Invisibility at 4th and 5th level, which is obviously wrong.
I'll list a few additional spells, which are very good choices for sorcerers (some are especially good with Heighten Spell, like
Glitterdust, or
Slow), maybe you like some of those, maybe not. They are just suggestions and should be seen as those. It's your character, after all.
Lvl 1 (5 spells known):
1.Mage Armor
2.Identify M
3.True Strike
4.Magic Missile
5.Alarm
Ray of Enfeeblement (nasty with Empower Spell),
Shield.
Not a big fan of
True Strike as it's usually equally good to simply cast
Magic Missile.
Lvl 2 (5 spells known):
1.Locate Object
2.See Invisibility
3.Hideous Laughter
4.Acid Arrow
5.Invisibility
False Life (the sorcerer's "heal", incredible with Empower Spell),
Glitterdust (no SR, area, multi-purpose, great with Heighten Spell).
This is a tough level for sure. Sooo many good spells.
Lvl 3 (4 spells known)
1.Dispel Magic
2.Halt Undead
3.Flame Arrow
4.Lightning Bolt
Greater Magic Weapon,
Slow (very good with Heighten Spell).
I'm not sure how useful
Flame Arrow is, really. You could easily have a bow with that enchantment, then
Greater Magic Weapon is probably the better choice.
Halt Undead might be a bit too limited,
Slow is more universally useful (tho the range is shorter).
Lvl 4 (3 spells known)
1.Ice Storm
2.Summon Monster IV
3.Invisibility, Greater
Dimension Door (always good to have a means to escape),
Enervation (very good alternative to damage dealing).
I wouldn't go for
Ice Storm, since it does not scale with level and you have plenty other damage spells already.
Summon Monster IV is not bad, but it might be better to go for a higher version, like V or VI. In general, the summon line spells are usually only useful (except for diversions and such) in the highest available version.
Lvl 5 (2 spells known)
1.Invisibility, Greater (<- !!)
2.Feeblemind
Wall of Force,
Telekinesis,
Summon Monster V.
Well,
Greater Invisibility is obviously wrong.
Lvl 6 (1 spells known)
1.Chain Lightning
Summon Monster VI
Might be worth thinking about (also see comment under 4th level), but
Chain Lightning is cool, too.
There are two more (and probably quite a few other

) spells worth mentioning,
Scorching Ray and
Polymorph. Both are very good, but I didn't list them, since my character (Silvermoon) is already using them a lot (even learned specific feats to enhance those two spells), so we do not end up casting the same spells all the time.
Bye
Thanee