For the most part, people seem to like the Warmage/Beguiler/Dread Necromancer setup for casters. They have enough spell slots to be playable from a low level, their spell lists (for the most part) are decent for their niche, and they're really easy to run in that you have spontaneous access to their whole list. Now, they aren't perfect classes, but I think they're a much better baseline for casters than the core casting classes. I'm not a big fan of prepared casters both in that they're a pain to run, and the DM has little idea on how powerful they are in that it changes from day do day.
That being said, I'm thinking of this as a thought exercise on how to create a similar version of the wizard. At this point, I'll post a bit of a stub and flesh it out as I get feedback.
The Wizard
Hit Dice: d6
BAB: Poor (1/2)
Fort: Poor
Ref: Poor
Will: Good
Skill points per level: 2 + Int mod (x4 at 1st level)
Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiencies: Wizards are proficient with the club, dagger, dart, quarterstaff, light crossbow, and heavy crossbow, but not with armor or shields. A wizard can cast spells in light armor without suffering arcane spell failure if he gains proficiency.
Spellcasting: A wizard gains a number of spells per day equal to a sorcerer. He uses Intelligence to cast his spells, which determines the maximum level of spells he can cast, any bonus spell slots he gets, and modifies the DCs of his spells.
Spellbook: * Think of something awesome and flavorful that has nothing to do with learning extra spells. Perhaps you can use your spellbook to boost your caster level casting a spell you know by increasing the casting time to a minute. *
Familiar: You get a familiar. Nothing new here.
Advanced Learning: * I have to be real careful about this one because it can ruin the whole point of this class. *
Bonus Feats: * Maybe. Maybe not. I have to see how this shapes up. *
Wizard Spell List:
Level 0: Detect Magic, Read Magic, Light, Mage Hand, Mending, Arcane Mark, Prestidigitation, Ray of Frost, Acid Splash, Daze
Level 1: Alarm, Protection from Chaos/Evil/Good/Law, Shield, Mage Armor, Summon Monster I, Comprehend Languages, Identify, Sleep, Magic Missile, Silent Image, Ray of Enfeeblement, Feather Fall, Magic Weapon
Level 2:Level 3: Dispel Magic, Magic Circle against Chaos/Evil/Good/Law, Sleet Storm, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Hold Person, Fireball, Lightning Bolt, Wind Wall, Displacement, Ray of Exhaustion, Vampiric Touch, Fly, Haste, Greater Magic Weapon, Slow
Level 4: Dimensional Anchor, Remove Curse, Stoneskin, Dimension Door, Summon Monster IV, Detect Scrying, Scrying, Confusion, Ice Storm, Wall of Fire, Wall of Ice, Illusory Wall, Greater Invisibility, Fear, Stone Shape
Level 5: Break Enchantment, Summon Monster V, Teleport, Wall of Stone, Telepathic Bond, Hold Monster, Symbol of Sleep, Cone of Cold, Sending, Wall of Force, False Vision, Symbol of Pain, Waves of Fatigue, Overland Flight, Telekinesis
Level 6:
Level 7:
Level 8:
Level 9: