Hmm, doing a quick build, I notice that I won't get a heck of a lot of skills thanks to chokers getting only 2 skill points per level, and having to take Choker 1 as my first class level. The Quickness ability is still so tempting, and for an Impulse Mage means being able to regain formulae faster. There may be options that are just as tempting, though.
So far it seems I'd have decent face skills (Diplomacy, Bluff, Intimidate all at +10 bonus), and some unimpressive but still useful knowledge skills (+8 in Arcana and Planes, +5 in Dungeoneering, +4 in Local), +12 in Spellcraft, +10 Concentration, and Adept's Knack allows me to treat my ranks in any other non-trained-only skills as 2 (1/2 my Impulse Mage level). Not really impressive numbers for an 8th level character, though it doesn't take into account items since there won't be any for a while.
On the plus side, the character is fairly gear-independent. Equipment is useful, but unnecessary. No need for weapons, and while there are magic items that can make spellshaping better, they aren't necessary for keeping up. If the right formulae occur to him right away, armor may also not be a huge problem, and he's somewhat mobile (though slow; 20 foot move speed is a pain, and though he also has a climb speed, it's only 1/2 base speed, so 10.) Most likely he'd try to get out of reach ASAP and use ranged touch attacks.
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Being able to spend virtual gp on grafts and inherent magic effects seems pretty nifty.