Awesome, thank you so much!
If I were to change my feats, what works better?
What's your overall goal? It depends on what you want your character to accomplish. A few ideas:
DC-based crowd control/summoning: Spell Focus (Conjuration), Augment Summoning, Greater Spell Focus (Conjuration).
The idea here is that you get the DCs for some of your good spells (Grease and Glitterdust, at this point) higher, and if you want to summon, Augment Summoning gives +4 to Str and Con of your summons. If you do this, I wouldn't take a Summon Monster spell before Summon Monster III. Don't take one every level (every other at
most). Other obvious spells to take after this point would be Stinking Cloud, Sleet Storm, and Couldkill (not necessarily all of them). If you take Sleet Storm, consider swapping out Grease for another 1st level spell, because they're so similar.
Area-based crowd control: Extend Spell, Sculpt Spell (from Complete Arcane).
This lets you make your crowd control spells last longer (if needed) and lets you change the size and shape of your area spells. Both increase the spell level by 1. So, consider a Glitterdust that is cast in either four 10-foot cubes, or one 20-foot
radius sphere. You can blind a large swath of opponents, or pin-point four or more who are already in melee with your buddies.
This synergizes well with the DC-based CC list above. You can keep taking from both of these lists as you gain levels.
Blasting: Empower Spell, Maximize Spell, Twin Spell (Complete Arcane?), Arcane Thesis (Complete Mage), Searing Spell (Sandstorm).
Note: if you go this route, don't take more than three blasting spells
in total (and probably no more than one at level four and two at level six or seven).
Blasting is already hard to do well, and you really need to be able to lay on metamagic feats to do it. You'll have the advantage of more spells per day than a wizard, but you have to know when to blast and when not to. Remember that an opponent who still has at least 1 HP left is still fully functional. So, your best use of a blasting spell will be to flat-out kill something. In 3rd edition, monsters have more HP than in earlier editions, so it's hard to kill monsters with blasting spells unless they're already low on HP or if they're weaker than you to begin with.
That being said, if you can squeeze in Arcane Thesis, it's great for reducing the cost of metamagic feats on one spell by one level apiece. You will have one "signature" spell, and will use that for most of your blasting. Maximize Spell probably isn't worth it unless you can reduce it's cost (normally a three-level increase on the spell's level).
Personally, I'd focus on one of the first two sets of feats first, and I'd make blasting a purely secondary part of the character. I wouldn't spend any feats on blasting, and would only devote one, and eventually two spells to it. I might branch out to Empower Spell at higher level (9th or so). Blasting is hard to pull off, and the only ones who are good at it are usually good to the point of being cheesy. There's not a lot of middle ground in 3E between sub-par amounts of damage and overkill.