I'll admit that I am way more excited about playing wizards than I have been in the past few editions. There's some great choices:
Diviner: affecting two dice rolls, anywhere at the table, per long rest gives you a lot of fun opportunity to change the balance of power at the table.
Illusionist: if you're creative, improved minor illusion makes the cantrip even more effective, and you will have everyone spending their actions disbelieving you.
Transmuter: I've not played one yet, but this is the next character I'm looking at. The spells tend not to have DCs, and so you don't need to hyper optimize. But the benefits are amazing, and (IMO) just keep getting better and better. Both alchemy and the transmuter's stone sound like fun to me.
Abjurer is also fun -- what's neat is that everyone choice naturally leads to a different spell deployment, and so a different build. I've not felt that before, and it's pretty neat.
find something that tickles your fancy, or just start working your way through them alphabetically.
Diviner: affecting two dice rolls, anywhere at the table, per long rest gives you a lot of fun opportunity to change the balance of power at the table.
Illusionist: if you're creative, improved minor illusion makes the cantrip even more effective, and you will have everyone spending their actions disbelieving you.
Transmuter: I've not played one yet, but this is the next character I'm looking at. The spells tend not to have DCs, and so you don't need to hyper optimize. But the benefits are amazing, and (IMO) just keep getting better and better. Both alchemy and the transmuter's stone sound like fun to me.
Abjurer is also fun -- what's neat is that everyone choice naturally leads to a different spell deployment, and so a different build. I've not felt that before, and it's pretty neat.
find something that tickles your fancy, or just start working your way through them alphabetically.