One thing you didn't mention was which schools you dumped for specializing. Makes a big difference in what spells you take.
Anyhow, here's my take on the core spells you could consider.
Abjuration: The only really good one here is Protection from *Alignment*. But they're most useful for their ability to shut down mental control, something you shouldn't need to worry much about yet. Shield is OK, if you end up facing a lot of Magic Missile users, otherwise, you loose an action at the beginning of most combats to cast it. And hopefully, you aren't getting targeted with normal attacks that much anyhow.
Conjuration: Grease. Enough said. You already have Mage Armor (good choice). Obscuring Mist is sometimes useful for covering your escape, but I'm not sure I'd bother.
Divination: At first level, this begins and ends with True Strike. Get Identify cast for you in town for now. Dectect Undead/Secret Doors are too situational to take right away, so, in most games, is Comprehend Languages.
Enchantment: None of these spells are bad. Many GM's allow Charm Person to be WAY more effective than it's supposed to be, treating it as Dominate Person without the telepathy all too often. If you suspect you're GM falls into that school, decide if you're comfortable abusing his ignorance. Even if he isn't, making an instant friend is never a bad thing.
Evocation: The only thing really useful here is Burning Hands, there are worse spells to take at 1st level than Shocking Grasp, but not many. Tenser's Floating Disk has some situational uses, but not many.
Illusion: Color Spray is an amazing spell at 1st level, sadly, it looses effectiveness almost as quickly as Sleep. Silent image is as good as your personal creativity, same goes (to a slightly lesser extent) for Ventriloquism.
Necromancy: Ray of Enfeeblement. The others are all touch range. Bad wizard, no survive to 2nd level.
Transmutation: Enlarge Person, the fighter and or the cleric will probably love you. Unless the Cleric wants to cast it himself. There are a couple of other useful spells (Feather Fall, Jump, Magic Weapon) ,but once again, they are primarily situational..