Abrupt Jaunt is great and usually well worth the cost, but for your build it may be expensive in an inconvenient way.
I expect your DM will require you to have a Familiar in order to partake of the Familiar Companion class feature of AH, and IMHO that's a superior benefit. You can somewhat replace Abrupt Jaunt with an Anklet of Translocation.
Often a Conjurer will take Abrupt Jaunt and then Arcane Familiar at level 3, but you won't have level 3 Wizard casting until you're deep into AH levels. (I'm assuming your level 6 feat will be spent on Natural Spell, as all the gods intended, and your level 3 feat would have to be Alternative Spell Source -- but even if you take Practiced Spellcaster [Wizard] at level 6, you wouldn't have a slot for Arcane Familiar until 9, which is after you'd want to have started AH.)
If your DM will allow you to gain Companion Familiar without having a Familiar, then Abrupt Jaunt is fantastic.
Not sure I understand the difficulty with Mage Armor. I think you will get to pick a bunch of spells to learn at Wizard 1, and you can pick Mage Armor at that time. Presumably that would be allowed?
Also, not sure how you can continue AH progression until after you're level 20. You need to spend levels 18, 19, and 20 on something else, which is currently MT. That's fine -- for this purpose MT isn't terrible -- but take a look at Uncanny Trickster for those 3 levels, and see if you like how it gives you an absurd number of skill points and also progresses your AH class features (like Wild Shape) while giving you 2/3 the benefit of MT.
I totally agree that when you get to Epic levels you'll want Epic Arcane Hierophant.
In terms of spells, some of the usual suspects aren't as good for you when you get them. Grease is always nice and gets nicer when you start to fly, and Mage Armor is going to be extra good if you can't spam Luminous. Silent Image is surprisingly great if you have excellent stealth (which you could in some Wild Shape forms). Benign Transposition is amazing once you're a Wild Shape'd tank (level 6+), and quite decent before that if you have a fragile archer or sorcerer to protect, or if you don't find stellar armor and you need to hide behind your bear. Comprehend Languages never gets old, and has great synergy with sneaking into the enemy's camp as an animal, but some DMs won't put you in the situation of not knowing the target's language so yeah. Fist of Stone is pretty good for someone in Wild Shape (+6 Str for 1 minute), but not particularly great before.
Will you ever want to do Craft-type stuff? If so, Magecraft (Eberron) might be useful at those times. Good synergy with Fabricate at higher levels, too, and even has some applicability for high-level stuff like making golems. If you're going to be in a Seven Samurai situation ("protect a village") then being able to Craft fortifications and such might be solid.
Will you ever want to do Diplomamcy? If so, Alibi (Exemplars of Evil) and one of the social-helper spells like Friendly Face (Races of Destiny) can get you a lot of access, and since Diplomacy is on your Druid list you're better placed to leverage that access than the typical Wizard, so that pair of spells may be a stand-out (if you are a Face), and the bonus will remain relevant up through mid-levels.
If 3.0e material is allowed, consider Fetid Breath (Ghostwalk) which is basically Stinking Cloud except 2 levels early. The area of effect stinks but after level 6 you may prefer to be on the front-lines, so it's going to stay useful to you longer than it would to the average arcane caster.
Personally I like Parching Touch (Sandstorm) for the Instantaneous dehydration debuff (and the -1 Con, and the untyped damage), and it becomes even more interesting when you're in a Large form with significant reach (so you can delivery more touch attacks). Not the best spell, but it's interesting and it leverages one of your future strengths.