Decided to dump Abjuration as the third school. Here is a look at the spells I'm planning to have him pick up from leveling. There's going to be a spot where the party finds a cache of 5 captured spellsbooks (the party wizard, who started at 5th level, has only 2 or 3 spells in his spellbook beyond those from leveling... his fault for not spending his starting wealth on it...) Anyway, some of these spells might be in those spellbooks (I can't remember; made them up a month back), but these are the baseline I'm looking at.
Starts with 5 first-level spells (Int 14)
Spells for a Conjurer’s Spellbook (Ban Abjuration, Enchantment, Evocation)
1: Grease, Mage Armor, True Casting, Benign Transposition, Lesser Orb of Acid
Lesser Orb of Sound, Mount
2: Web, Mirror Image
Kelgore’s Grave Mist (PHB2), Spectral Hand
3: Dimension Step (PHB2), Vampiric Touch
Greater Mage Armor, Displacement or Shivering Touch (FrB)?
The above will take him up to character level 11; I can look at further options after that (Evard's, etc).
Some of these are here because they mesh well with the character's other abilities (Point Blank Shot, Precise Shot, Skirmish) and because many of the party's foes have SR, and I need to lightly demonstrate to the PC Rog//Wiz how to go about being effective (he's only sneak attacked once in ~6 sessions). Granted, damage isn't the end-all, but he hasn't even used his touch spell/sneak attack combo yet. (A former player Rog//Cleric never put 2 and 2 together either...)
So, I tried to give him a decent smattering of battlefield control spells to supplement those from his Druid casting, as well as some toolbox-type spells (Float will most likely literally save someone's hide once they spend some more time on a longship), as well as some buffing spells and touch spells to buff his wildshapes and get easy skirmish damage.
Given that his DC's will be relatively low, I'm trying to stay with spells that don't allow saves, or have a detrimental effect on the target regardless of a successful save (such as Grease and Web).
I've only been running this PC for about one level, but I'm sure his typical Druid spell lay-out could use some work too. Here is his typical spells prepped right now (since I took the character over they've spent nearly the whole time traveling, escorting a bunch of rescued slaves back home); it includes an array of things to deal with trolls, aid him in scouting, and heal the hurts of the party.
0 - Create Water, Cure Minor Wounds, Detect Magic, Guidance, Virtue
1 - Entangle, Produce Flame, Lesser Vigor (x2)
2 - Barkskin, Flaming Sphere, Flame Blade, Decomposition
3 - Call Lightning, Mass Lesser Vigor, Forest Fold
Next level he'll probably start prepping Murderous Mist (large area, moves, deals not-fire damage, and can permanently blind those caught in it); it will be his only 4th level spell (Wis 16).
Critiques?