I'm running a LV 16 sorcerer. Here's my list. Note that my present sorcerer does not follow this list exactly; it's the list I wish I followed:
An assumption I'm making is that around LV 9 you'll go for Empower Spell. I'm also assuming that the party has a roughly equivalent-level Cleric or Druid, so that spells that are common to one or both of those classes are typically less desirable to your spell list. I'm also sticking to PH spells.
1) Magic Missile, Shield
Why Shield instead of Mage armor? Because eventually you'll have Bracers of Armor better than +4, and Shield defends against Magic Missiles. If I tripply empower my magic missiles, so can my opponent, so I want a good defense against them.
2) See Invisibility or Glitterdust, Bull's Strength or Cat's Grace
Blur will no longer be worth it once you get Improved Invis. Bull's Strength or Cat's Grace keep getting better, as you can throw higher multiples of empower on these as you gain levels. You need some way of defeating Invis., and there are arguments for either spell.
3) Fly, Dispel Magic
Dispel magic is wonderful when singly or doubly empowered; for the sorcerer, ther's little need for Greater Dispelling. The only weakness of Haste is that you'll stop casting it once you get Mass Haste. I'd look for buying it on a wand instead of getting it as a spell. 2 wands (at most) should get you to LV 12 (Sure, they're expensive at LV 6, but shat else were you planning to spend your money on?).
4) Improved Invisibility, Polymorph Self
Self-healing is always nice, even if you don't want to try one of the combat-maven options (or the nice disguise) from Polymorph Self.
5) Teleport
After all, you need some way to get out of a grapple
Our party has found this to be a very effective travel spell when paired with Reduce.
6) Mass Haste, Disintegrate
Even with the supposed 3.5e Haste rules, Mass Haste is still incredibly powerful. Disintegrate is a nice overall "solution" spell (removes Wall of Force, most obstacles, and a decent attack spell)
Contingency is a spell I'd rarely cast, so I'd be more interested in getting it on a scroll. True Seeing is simular, considering that it's also a Cleric spell, and has a material cost, I'd be more likely to save for a Gem of seeing. Greater Dispelling has minimal value if you have Dispel Magic and Empower, also the other major spellcaster in the party is likely to have it.
7) -
Spell Turning is a very good spell, but I don't consider it essential.
9) Time Stop
If you're willing to put a few skill points into languages, I'd also go for at least one of Summon Monster 6 or higher (I'd go for 2 at most- you don't have many slots to spend). At this point, some of the creatures you can summon (like the Celestial Unicorn) can cast significant spells that you can't. When you have time for the prep, this can significantly increase your effective spell repetoir.
As for other highly recommended spells, I should note:
3) Fireball
5) Cone of Cold
7) Delayed Blast Fireball
8) Horrid Wilting
9) Meteor Swarm
They're pretty flexible if you're willing to get a couple more metamagic feats (beyond Empower Spell, which I consider essential), and even with only Empower Spell, they're flexible enough to seriously consider even for a sorcerer that has a non mass-damage focus.
An assumption I'm making is that around LV 9 you'll go for Empower Spell. I'm also assuming that the party has a roughly equivalent-level Cleric or Druid, so that spells that are common to one or both of those classes are typically less desirable to your spell list. I'm also sticking to PH spells.
1) Magic Missile, Shield
Why Shield instead of Mage armor? Because eventually you'll have Bracers of Armor better than +4, and Shield defends against Magic Missiles. If I tripply empower my magic missiles, so can my opponent, so I want a good defense against them.
2) See Invisibility or Glitterdust, Bull's Strength or Cat's Grace
Blur will no longer be worth it once you get Improved Invis. Bull's Strength or Cat's Grace keep getting better, as you can throw higher multiples of empower on these as you gain levels. You need some way of defeating Invis., and there are arguments for either spell.
3) Fly, Dispel Magic
Dispel magic is wonderful when singly or doubly empowered; for the sorcerer, ther's little need for Greater Dispelling. The only weakness of Haste is that you'll stop casting it once you get Mass Haste. I'd look for buying it on a wand instead of getting it as a spell. 2 wands (at most) should get you to LV 12 (Sure, they're expensive at LV 6, but shat else were you planning to spend your money on?).
4) Improved Invisibility, Polymorph Self
Self-healing is always nice, even if you don't want to try one of the combat-maven options (or the nice disguise) from Polymorph Self.
5) Teleport
After all, you need some way to get out of a grapple

6) Mass Haste, Disintegrate
Even with the supposed 3.5e Haste rules, Mass Haste is still incredibly powerful. Disintegrate is a nice overall "solution" spell (removes Wall of Force, most obstacles, and a decent attack spell)
Contingency is a spell I'd rarely cast, so I'd be more interested in getting it on a scroll. True Seeing is simular, considering that it's also a Cleric spell, and has a material cost, I'd be more likely to save for a Gem of seeing. Greater Dispelling has minimal value if you have Dispel Magic and Empower, also the other major spellcaster in the party is likely to have it.
7) -
Spell Turning is a very good spell, but I don't consider it essential.
9) Time Stop
If you're willing to put a few skill points into languages, I'd also go for at least one of Summon Monster 6 or higher (I'd go for 2 at most- you don't have many slots to spend). At this point, some of the creatures you can summon (like the Celestial Unicorn) can cast significant spells that you can't. When you have time for the prep, this can significantly increase your effective spell repetoir.
As for other highly recommended spells, I should note:
3) Fireball
5) Cone of Cold
7) Delayed Blast Fireball
8) Horrid Wilting
9) Meteor Swarm
They're pretty flexible if you're willing to get a couple more metamagic feats (beyond Empower Spell, which I consider essential), and even with only Empower Spell, they're flexible enough to seriously consider even for a sorcerer that has a non mass-damage focus.