Comments on spell list/feats.
0 - Daze, Flare, Ray of Frost, Acid Splash, Detect Magic, Mage Hand, Light, Disrupt Undead, Message
-- Cantrips rarely have a huge impact on play, but I might switch Daze with Prestidigitation. Darn useful spell, that. Replaces a pouch full of ordinary equipment.
1 - Magic Missile, Ray of Enfeeblement, Shield OR Mage Armor, Sleep ->True Strike, Grease
-- Sleep is beyond useless. I recommend Color Spray instead. True Strike is of limited use for a sorceror, since you can't quicken it. Grease, however, is an unsung giant of spells, and is highly recommended.
2 - Glitterdust OR Blindness/Deafness, Scorching Ray, Invisiblity -> See Invisibility, Touch of Idiocy, Alter Self
-- Glitterdust is much better than Blindness/Deafness in most situations (unless you're fighting Destrachan or something). Touch of Idiocy is questionable, as is any spell that requires a touch. Unless you plan to use your familiar (which is muy risky). Consider False Life. Those temp hit points can REALLY save your bacon, and the duration is excellently long. Also, if you decide to ditch Greater Invis (below), consider regular Invisibility.
3 - Fireball, Dispel Magic -> Displacement, Haste, Slow
-- I might suggest Protection from Energy instead of Slow. You really need something to guard against enemy area blasties, or you -will- get cooked.
4 - Greater Invisibility, Polymorph, Dimension Door, Enervation OR Unluck (CA)
-- Strong choices. You might consider subbing Greater Invis with Black Tentacles. Great area effect control spell. Hoses enemy casters and makes the going slow even for those tough enough to beat the grapples.
5 - Wall of Force, Teleport -> Feeblemind, Break Enchantment, Cone of Cold
-- We suggest Greater Blink instead of Break Enchantment. Cone of Cold kinda bites, but it is an alternate energy type than the Empowered Fireball (which does superior damage at most levels), which is nice. Oh, and you can skimp on TP if you're getting Greater TP. I can see you're planning on swapping it, but honestly I'd just take Feeblemind first on general principle. Of course, YMMV. If you need rapid transit more than a caster buster, then TP may be the way to go.
6 - Greater Dispel Magic, Disintergrate, Chain Lightning OR True Seeing
-- True Seeing has that pesky expensive component cost. Chain Lightning isn't terribly good for damage, but it's nice and selective, and is, again, a new energy type. Varying energy types = Good.
7 - Greater Teleport, Spell Turning, Power Word Blind
-- As a rule, I'm not terribly happy with the PW series. Especially at high levels, they're not terribly hard to defend against, and have questionably useful results. Really....a 7th level spell just to blind someone? Finger of Death is 7th level! And a decent replacement choice.
But honestly, the best thing to swap PW:B out for is Limited Wish. Spency in exp terms (well, a little spency), but it will save your sorcerous butt when you need it most.
8 - Horrid Wilting, Maze OR Moment of Prescience, Polar Ray
- Horrid Wilting is a strong choice. Selective and hard to defend against. I'm not too impressed with Maze...Moment of Prescience gives you a one-shot 'screw you' to an attacker as you negate that one lucky attack roll, or make that one all-important save when you REALLY need it. Polar Ray isn't worth the price of admission IMO. As was mentioned by another poster...a Summon Monster spell here can bring in a celestial or fiendish DIRE BEAR. Other possibilities: Mind Blank (REALLY good defense spell, with an awesome duration!), Greater Shout (sonic damage hard to block), Greater Planar Binding, or, surprise of surprisess, Screen. Using Screen you can conceal passage, fight unevenly the whole party long...it's boss. Neat.
9 - Meteor Swarm, Wish, Prismatic Sphere OR Wail of the Banshee
-- Wish, with it's 5000exp tag, can be a bit spency. Meteor Swarm, since you can direct it at someone, to deny them anihilae,. Oversppel coin
0 - Daze, Flare, Ray of Frost, Acid Splash, Detect Magic, Mage Hand, Light, Disrupt Undead, Message
-- Cantrips rarely have a huge impact on play, but I might switch Daze with Prestidigitation. Darn useful spell, that. Replaces a pouch full of ordinary equipment.
1 - Magic Missile, Ray of Enfeeblement, Shield OR Mage Armor, Sleep ->True Strike, Grease
-- Sleep is beyond useless. I recommend Color Spray instead. True Strike is of limited use for a sorceror, since you can't quicken it. Grease, however, is an unsung giant of spells, and is highly recommended.
2 - Glitterdust OR Blindness/Deafness, Scorching Ray, Invisiblity -> See Invisibility, Touch of Idiocy, Alter Self
-- Glitterdust is much better than Blindness/Deafness in most situations (unless you're fighting Destrachan or something). Touch of Idiocy is questionable, as is any spell that requires a touch. Unless you plan to use your familiar (which is muy risky). Consider False Life. Those temp hit points can REALLY save your bacon, and the duration is excellently long. Also, if you decide to ditch Greater Invis (below), consider regular Invisibility.
3 - Fireball, Dispel Magic -> Displacement, Haste, Slow
-- I might suggest Protection from Energy instead of Slow. You really need something to guard against enemy area blasties, or you -will- get cooked.
4 - Greater Invisibility, Polymorph, Dimension Door, Enervation OR Unluck (CA)
-- Strong choices. You might consider subbing Greater Invis with Black Tentacles. Great area effect control spell. Hoses enemy casters and makes the going slow even for those tough enough to beat the grapples.
5 - Wall of Force, Teleport -> Feeblemind, Break Enchantment, Cone of Cold
-- We suggest Greater Blink instead of Break Enchantment. Cone of Cold kinda bites, but it is an alternate energy type than the Empowered Fireball (which does superior damage at most levels), which is nice. Oh, and you can skimp on TP if you're getting Greater TP. I can see you're planning on swapping it, but honestly I'd just take Feeblemind first on general principle. Of course, YMMV. If you need rapid transit more than a caster buster, then TP may be the way to go.
6 - Greater Dispel Magic, Disintergrate, Chain Lightning OR True Seeing
-- True Seeing has that pesky expensive component cost. Chain Lightning isn't terribly good for damage, but it's nice and selective, and is, again, a new energy type. Varying energy types = Good.
7 - Greater Teleport, Spell Turning, Power Word Blind
-- As a rule, I'm not terribly happy with the PW series. Especially at high levels, they're not terribly hard to defend against, and have questionably useful results. Really....a 7th level spell just to blind someone? Finger of Death is 7th level! And a decent replacement choice.

8 - Horrid Wilting, Maze OR Moment of Prescience, Polar Ray
- Horrid Wilting is a strong choice. Selective and hard to defend against. I'm not too impressed with Maze...Moment of Prescience gives you a one-shot 'screw you' to an attacker as you negate that one lucky attack roll, or make that one all-important save when you REALLY need it. Polar Ray isn't worth the price of admission IMO. As was mentioned by another poster...a Summon Monster spell here can bring in a celestial or fiendish DIRE BEAR. Other possibilities: Mind Blank (REALLY good defense spell, with an awesome duration!), Greater Shout (sonic damage hard to block), Greater Planar Binding, or, surprise of surprisess, Screen. Using Screen you can conceal passage, fight unevenly the whole party long...it's boss. Neat.
9 - Meteor Swarm, Wish, Prismatic Sphere OR Wail of the Banshee
-- Wish, with it's 5000exp tag, can be a bit spency. Meteor Swarm, since you can direct it at someone, to deny them anihilae,. Oversppel coin