You are going to be attacking DCs be sure to max out your int as you really need your spells to land. Also looking for ways for force rerolls would be a good idea.
This, many times over.
Your one advantage as a solo player is that your encounters should be CR-1 on average, so your enemy saves are going to be a step lower than normal.
If your GM is willing to entertain it, a gestalt approach can help a lot. Though it puts a strain on feats, your overall survivability is going to go up. A gestalt wizard/cleric is going to give you access to healing and spells for status removal, boost your HP, and give you more options in general.
One of the advantages of solo is faster combat.
That's a pretty reasonable argument, so I'll run with it.
The best way to survive a fight as a solo wizard at low levels is to bypass them entirely. When Sleep and Color Spray stop working, there are the pit spells as a single- or multi-target lock-out. Invisibility coupled with Summoning can get you pretty far, as you distract the target with an enemy while you sneak past them (added bonus: you are back to solo combat with that approach, too). Illusory walls and Fog spells let you block ranged attacks while you withdraw. Add Command Undead to that and most low-level opponents become a non-issue.
Conjuration specialist with the Teleportation subschool gives you nice tricks for getting out of bad situations, and Dimensional Steps really opens up options for sneaking past people (Dimensional Steps in particular is pretty vaguely worded: if your GM agrees it's more like Dimension Door than Teleport, then you to have the ability to do short-distance, blind teleports to get into or out of places).
Why would you want the character to handicap themselves? If you aren't going to blast, then why wouldn't you try to use the other resources at your disposal? If you keep excising legitimate class features and spells, then at some point this stops being even an academic exercise.
But, to work under these added restrictions, at low levels I'd load up on the borerline-OP level 1 spells: Sleep and Color Spray. And then cut everyone's throats.
Matthew Downie wrote:
Real stage magicians use Summon Monster.
Magician: "And the rabbit will disappear in 6 ... 5 ... 4 ... 3 ..."
This is why we can't have nice things.
Alkenstar City lays partly in an a dead magic zone, and partly in a primal magic zone. I don't think that in the primal magic zone magic is completely outlawed, but I suppose it may be strictly regulated, as it can have wild results. Possibly only acredited people are allowed to use magic, and only with utmost caution.
If you can get magic to work reliably in the Mana Wastes, clearly you are Up To No Good.
Well, there are always the classics, like Armin van Buuren, Tiesto, Paul van Dyk and Above & Beyond. There's absolutely nothing wrong with going the safe route, especially when you're introducing it for the first time. But, I'd definitely make room for some lesser-known names, like Jason Ross, Nifra and MaRLo, so you don't end up with the same mix as everyone else.
Another option for you would be to switch from Pathfinder to Paranoia. This has several advantages:
1. Your deaths will be capped at six (though they may all happen in the same game session).
Well, you could try going over to the Paizo forums to ask for some free assistance from people who are volunteering their time trying to help others answer questions about a complex rule system when a specific rule doesn't exist.
Be sure to cop an attitude when responses fall short of your expectations, though. That added touch is always appreciated by the community there.