That's all very interesting and informative, thank you very much! But being such as I am, I do still have questions about what you just said.
1) 'The Teleportation feat'? Which would be?
2) Are Summon Elemental feats really that good? Why? And I already know that he'll probably think Augment Summoning applies so glee!
3) Minor shapeshift, I've heard that one thrown around a LOT but never seen anyone explain HOW and WHY it's so good. Hear a lot about it being a fountain of temp HP, but not quite sure how that works out?
1) The feat I was thinking of is Dimensional Jaunt, I'd just forgotten the name at the time. Since it's a standard action, it's not great for battlefield mobility, but out of combat it's quite handy - a literal "get out of jail free" card, for one thing. As a supernatural ability and a purely mental action, you can use it when grappled, tied up and chained to a wall, encased in a concrete block with only your head sticking out or just plain paralyzed, which is all pretty nice.
On top of that you can just hop right past any problematic terrain, trap-filled corridors or whatnot (if you're not permanently flying by the time you get it, anyway).
2) Summon Elemental's elemental is too small to be great in a fight, but if you can communicate with him and give him complex orders (and as a summoner, it behooves you to learn planar languages so you can do that with your regular summons) you have an unlimited-use flying fairly-stealthy scout, an unlimited-use walks-through-walls-and-floors scout, expendable goons you can send marching down a hallway to set off traps ahead of you, and so on. Since they're unlimited-use, there's not much reason not to pop out new ones each time the old one's duration expires when you're out of combat, so you start each fight with an extra meat shield/distraction who's entirely expendable and can try to buy you some time to get a real summon out.
3) Minor Shapeshift is a swift action to trigger, and one of its benefits is "temp HP equal to your hit dice". Like Summon Elemental, there's not much reason not to sustain this one all the time when you're not doing other things, so you'll be starting each fight with a wad of temp HP, which is a nice start. What's important, though, is that you lose your temp HP first when you take damage, and then you can pop them back up as a swift action the next round. This is better for gishes than for wizards, but canceling out the first X points of damage you take every round isn't bad at all. As a bonus, +1 CL to your polymorph spells is actually useful since it determines your maximum allowable HD. The other powers are not so great for a non-gish but there could be situations where you'd want the Mobility or Speed options. Mainly it's for the temp HP.
Oh, another feat worth looking into is Cloudy Conjuration. The cloud it pops out on each of your conjuration spells blocks line of sight and dissipates immediately before your next turn, so it breaks up the battlefield nicely and doesn't really interfere with your own actions.
As far as posting your build goes, I'm personally not that great at summoner wizards but I'm sure someone'll have good advice if you do. Just be prepared for at least a few people to entirely ignore your initial build concept and propose something entirely unrelated which they happen to be personally fond of.