For clarification, are you asking what specific 4e powers would map well to these NPC wizards?
In my opinion, I would look in the monster builder for a pre-built creature that is close {there is a Necromancer that is pretty good} and adjust as needed.
Illusionists are redirection controllers
Abjurerers focus on pushes and zone control
Diviners are hard to do as a combat mode, but something with immediate interupts/shifts/leaderish
Transmuters could be striker focused on changing their own bodies into weapons
Evokers are striker focused.. lightning bolt, fireball, etc.
Conjurers.. well, thats already covered

Enchanters have the Sleep, Otto's irrestable dance, etc.. Very 'bard' feel to me.
[sblock]
School 1, Evocation: “Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.”
School 2, Necromancy: “Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.”
School 3, Illusion: “Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.”
School 4, Enchantment: “Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.”
School 5, Conjuration: “Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.”
School 6, Abjuration: “Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.”
School 7, Divination: “Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.”
School 8, Transmutation: “Transmutation spells change the properties of some creature, thing, or condition.”
[/sblock]
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If you are looking for something more specific than that, hopefully someone else chimes in.