For Wizard specialist variants, there are
these, from Unearthed Arcana (the 3e book). Plenty others out there, but those are the ones that come to mind, straight away.
As for Constitution
score, rather than
modifier, added to [max HD, being 4 in this case] at 1st level, that's been in my standard 3e house rules for ages. Recommended.
Especially for solo play, I imagine.
I'd bump up skill points to [maybe 4 or 6] + Int mod, and get rid of class skills altogether, or at least add UMD ('Cleric items', anyone?) and a couple of other things to their list.
Or, don't worry about UMD, and just give them healing, restoration etc. spells. After all, there's a precedent for Arcane healing magic, even in the PHB. I'd go with this option, personally (preferring reliance on abilities to reliance on items in most cases, as I do).
Maybe hand out more feats. I always do that anyway - say, 1 each odd level, or even one every level (or one every level except for when you'd get an ability score increase, whichever).
Oh, and good ability scores would be handy.
At least 32 PB, say.
Another really simple trick some DMs have chosen is to start off PCs at 2nd level, not 1st. So, you still only get 1st level spells, and no other abilities to speak of, but you're a bit mroe capable. . .
and tough.
One last thing -
Action Points, or something along those lines. Very handy, for those times when they *will* otherwise just. . . die.