If races from the Monster Manual are allowed then the Aasimar has a CHA bonus. But Cor-Malek has summed up PHB races pretty well.
Aasimar also have a level adjustment in 3E as I recall. Level adjustment is a bad, bad thing for a pure caster. They'd have to give a +6 or so to Charisma before I'd even consider it.
I think there might be some weird elf variant with a Charisma bonus and no level adjustment... there's an elf variant for just about everything in 3E. (Edit: Yes, they're called star elves. They're in the "Unapproachable East" Forgotten Realms sourcebook. And "Races of the Dragon" has spellscale, if you don't mind being part reptile.) Barring that, just play whatever you want. Halflings get +2 to AC and ranged touch attacks. Humans are good for the extra feat and skill points.
You mentioned you were thinking about playing an elf. Even if you don't have access to Unapproachable East, I suggest looking at the elf variants, since that Con penalty really stings with your 1d4 hit dice.
Wild elf if you don't mind taking a hit to Intelligence. If your DM allows Unearthed Arcana, check out
arctic elves, who combine lack of Con penalty with a boatload of style. Or you can just play a straight-up elf and not worry about it.
I find sorcerers work best as artillery. A sorcerer who takes a lot of utility spells will find they are even more limited for combat options.
Mmm... can't say I agree with this. If you want to be artillery, play a warmage; you'll be more flexible and do more damage. The trick with sorcerors is to pick a small but versatile handful of direct-damage spells, so you have as much room as possible for debuffs, save-or-lose, utilities, and battlefield control. Don't feel like you have to have one at every level; it's okay to use a second-level slot to cast
magic missile now and then. In fact, you can do fine with nothing but
magic missile,
fireball, and a couple of metamagic feats. Remember: Keep casting the same friggin' spell at them until they roll over and die.
This is a good general principle to keep in mind with a sorceror. You have a very limited selection of spells known, so make the most of every single one. If you already have one version of a spell, don't pick up the one-level-higher version of that same spell. You can always use a higher-level slot to cast the lower-level version, or metamagic it up. Look for spells that will be useful in many situations and have minimal overlap with the ones you've already got. Load up on scrolls for the oddball spells that you only need once in a blue moon.
Since you seem to play long campaigns, also look for spells that will "wear well"--that is, they'll still be useful at high levels.
Glitterdust good,
sleep bad. And don't forget that you get to swap out one spell every other level.
Finally, metamagic is your friend. Yes, even though it takes a full-round action to cast. Metamagic feats increase your flexibility considerably, and sorcs need all the flexibility they can get. Energy Substitution lets you
fireball things immune to fire. (I recommend cold, since very little is immune to both.) Empower Spell and Maximize Spell dramatically extend the useful lifespan of direct-damage spells, and can be applied to some debuffs as well, especially
enervation. Heighten Spell is great for making sure your save-or-lose spells don't fall behind the curve. You can't use Quicken Spell, unfortunately, but them's the breaks.