But I'm giving you the opportunity to demonstrate how powerful casters are and giving you "cheat codes" to help. The challenge is to show that casters have absolutely 0 problems engaging in combat.
I don't contest that Wizards have great utility, but that utility is only out-of-combat. Wizards have a breadth of options in-combat as well, but how powerful are those options actually when you just don't know if the game works.
But it seems like you really want me to provide you a sample list. Here's one you can use, but you're not bound to it:
Cantrips: Firebolt, Minor Illusion, Light, Prestidigitation, Mage Hand.
1st: Shield (Spell Mastery), Mage Armor
2nd: Invisibility (Spell Mastery), Mirror Image, Misty Step
3rd: Counterspell (Signature Spell), Fly, Haste, Dispel Magic (Signature Spell
4th: Polymorph, Greater Invisibility, Dimension Door, Banishment
5th: Animate Objects, Wall of Force
6th: Arcane Gate, Globe of Invulnerability, Disintegrate
7th: Delayed Blast Fireball, Finger of Death, Teleport
8th: Demiplane, Maze,
9th: Wish, True Polymorph, Meteor Swarm, Time Stop
Is this a fair spell list? You can use these spells and list the spells you wish to cast in-combat against these enemies.
The problem with your scenario is:
1. People are assuming it's a gotcha scenario and that it's not in good faith - I'm not saying it is; but most of the time - that's how these play out;
2. The point of the wizard - they don't have to play by the rules you presented (unlike martials). You said the wizard knows they are on the run and likely being pursued. So in that time - they've cast a multitude of divination spells to discern what's following them, why are they following them, what are their weaknesses etc. The wizard then does his best to dictate the terms of when he's "caught" and he (and his party) optimally resolve the scenario.