You start off knowing all
cantrips and 6
1st level spells. After each rest you are reset to preparing 3 cantrips and two 1st level spells. You may prepare the same spell multiple times if you want to. You spend the preparation whenever you cast a spell, so at 1st level, with 16 intelligence, you can cast 5 times between rests, and only two of those times will be worth more than about 2 hit points. 1st level wizards generally carry a crossbow to shoot at things when they either don't have any spells left or want to save their spells for later.
You should have 20 skill points, 15 hit points, and a +2 'base' bonus to will saves. You also know 5
languages, two of which will be common and elven. As a half-elf you may pick pretty much any language other than druidic for your other three known languages.
You took the vulnerable flaw, this should entitle you to another feat, as you get a feat at first level and aside from spell focus your feats all look to be bonus feats.
You have 14 charisma and are a half-elf, which is great and all, but not ideal from a combat optimisation perspective. Don't let anyone tell you that you can't have a 14 charisma half-elven wizard, it is a fine and noble thing to do, but there are ways and means of gutting a character's character to give it more fire-power and/or durability...
Recommended spells:
Magic Missile, reliable, good for getting a guaranteed kill on something very small or injured. At lower levels you probably want something with a bit more potential as your primary damage outlet but this retains some value at higher levels and is certainly no slouch at lower levels.
Colour Spray, solid disabler with low range, continues to have some value at higher levels but is great at low-levels if you want a multiple-target disabler and don't mind getting close to the enemy.
Grease, nice disabler with range and utility.
Backbiter, from the spell compendium or complete arcane I think, makes the target hit themselves, at low levels there is likely to be some melee brute doing more damage than you are, this cuts down on damage received and likely does more damage than you would have. Note that this requires permission from the DM and requires a valid melee brute on the enemy team if it is to be effective.
Mage armour, provides a little defence for a long time, particularly good for friendly monks and rogues who don't want to wear heavy armour, generally not worth the slot at low-levels.
Burning Hands, damage over an area, the range stinks, but the damage is good.
Chill touch, low damage with multiple uses, not really any good ever, but a nice option at higher levels if you do not feel threatened, especially if you pick up spectral hand...
'Whatever the other wizard(s) want(s)', wizards can share spells, so you may wish to consult with them to get some obscure spell that they would not otherwise have. There are costs and rolls involved so make sure that you have at least one spell you would be proud of in case you can't learn any of the other's spells.
Recommended skills: Concentration, which lets you continue to cast spells when spellcasting becomes difficult or hazardous. Spellcraft, which lets you learn new spells and identify/counter spells that other people cast.