In our game at the London Dungeon last night, the Eladrin Wizard made a lot if use of Thunderwave, probably more so than magic missile.
In a game where difficult terrain, dangerous features on the map and an array of interrupt and similar abilities from monsters play a significant part, the ability to push a guy away before you move is far better than shiftng and then launching a sorching burst.
Plus, with scorching burst even if you do shift and attach the guy safely, he's still only 1 square away and likely to hit you again next turn. With thunderwave you're going to be moving him back two or three squares and then moving away (or around) so you can put a much nicer 9 square space between you under optimal conditions.
And that's only against a single enemy, if you're pinned down by two or three guys then shifting to safty may not be an option in the first place, and Thunderwave is the only close combat option a wizard has at-will.
For the record, I'd still rate MM as my top choice (nostalgia, range and damage in that order). Thunderwave is useful as above. Scorching burst would be my third choice (the benefits of a human wizard) to cover the triad of ranged, close and area.
Clound of daggers is functionally too much like a weak MM once minions behave intelligently, and the slow effect vs Fort of the ice blast power is enticing, but, IMO, it's rare that you'll face a single fast enemy without a more potent option to hand. Multiple foes or a better attack render slow vs one monster less useful than the other powers.