Post-errata, wand is really not that bad. Especially when you consider Dual Implement and Arcane Reach, there are some very good things to be had for a minor investment in Dexterity and being able to call the bonus to attack post-roll is actually quite useful if you're good at it or your DM is accommodating.
Surprised that no one has mentioned Tome of Readiness. I think that the extra flexibility is especially useful for new players.
Assuming you have 13+ Dex, another excellent feat is Warrior of the Wild (Multiclass Ranger). The primary benefit is Perception skill training - having good initiative is good, not being surprised is better. The extra damage from Hunter's Quarry is a bonus.
What errata is this? I couldn't see anything listed on the WotC website for wand-user errata.
Yeah, I like it a lot. And if you're willing to accept a -2 to hit and damage, it's a great way to get access to additional at-wills too.That said, I think Dual Implement is perfect for a Wand Wizard, especially if you use wands that give you powers you don't have. I have an image in my head of a Wizard Mage Hand-ing wands in and out of his hands to get the effects he wants.
I never had a chance to play with Tomes, but I liked what I saw. My only real problem with them is that the PHB clearly set up Wands for the "extra power" niche, and the Tomes trample over that. Wands don't particularly have a niche now, nor flavor, IMO.
Magic Missile is most useful for being a basic ranged attack that can be triggered by anything that allows them (ie, Warlord powers). The range is excellent as well, but didn't come into play too often for me.
At-Will: You are a human, 3 at-Will, yay! Be certain to take an at-will targeting each defense.
Reflex: Scorching burst, for sure.
Fortitude: Probably Thunderwave but only if you have at least WIS 12, which you might not have if you went with 20 Int and a wand or staff wizard. Any of the other fortitude power is fair, then.
Will: My preference goes to Illusory Ambush. Phantasm Bolt is cool too.
Feats: Enlarge is great, just great. Toughness and Leather armor are a must if you go combat wizard with plenty of close blast, less so if you are a more careful wizard who manages to avoid the front for the most part.

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