Mage Armor and Color Spray is always a solid choice. Back it up with a crossbow and a longspear or morningstar (for emergency use only, with that strength score), and he's not going to be *too* far behind a fighter anywhere other than hit points... which doesn't matter at range (crossbow) or with reach (longspear).
Obviously, spell selection varies based on what else is in the party. If there's a wizard, for instance, he might be able to get one or two more damaging spells; if not, he'll need more utility magic.
For feats, PBS + Precise Shot is a nice combination if he's going to be using rays. If he's more of a fireball type, improved init is good (+7 to initiative means he should go first quite often, while enemies are grouped together and before his friends are in melee). Spell Focus (Evocation) might be good as well if he's flinging around lots of spells that allow saves. If he opts to focus on any other tactic that allows saves (see the idea on illusions, below), swapping in a different spell focus is a good idea.
For race, the best bets are probably human, halfling, and gnome. Human for the feat, halfling for dex and small size, gnome for con and small size. Gnomes also give +1 to the DC on illusions they cast, so he could go that way and pick up a few more illusions. If he wanted to, he could ramp the DC on his Color Spray up to DC 16, which would be brutal for fighters, rogues, and others. Could be a fun alternative to blasting everything in sight.