Before picking a spell list I think you need to further define what kind of magician you are running. Do you specialize in combat? Mental manipulations? Illusions and trickery? What is your role in combat, and what do you want to be able to offer outside of combat?
Some things that are good choices for just about everyone-
Heal
Improved Invisibility
Increase Reflexes if you are not a mystic adept. You really should have a initiative boost that you can sustain without penalty, be it adept power, or spell with focus or focused concentration.
I am personally skeptical about attribute buff spells, unless you have a way to sustain them without penalty. You will likely be buffing attributes that are already high, requiring high force spells, and you have to take a penalty of two dice (one with a dose of psyche) to have that up. Maybe worth it for boosting up a drain stat, but even then its hard to say. Trying to buff agility on a team member who has a very high agility already and may be near their enhanced maximum already is even less appealing.
Debuffs on the other hand, are bread and butter for magicians in 5th edition. In a serious fight I think the battle plan for the magician is to (1) get to cover, (2) get a spirit in the fight, and (3) debuff enemy targets. I personally think this is important enough to burn two spell slots on, and suggest both a single target and an area affect debuff, either the chaos line or the confusion line. Chaos has higher drain but it works on drones. Its nice to have the AOE if the GM is kind enough to bunch up the enemies for your, but drain is higher and the targets can just move out of the AOE. That can still be a benefit, as it denies an area of the battlefield and may force the enemy to choose between staying to cover or getting away from the debuff, etc. But there are times when an AOE does not work. In close quarters you might get friendlies, and it prevents your melee specialist or your fire elemental from getting up close and personal without getting hit as well. My personal choice- Confusion and Mass Confusion. Leave the drones to the decker, or for that matter to the guy with the assault rifle, they aren't very tough.
Ok thats 5. For number 6, Stunbolt. Its good for very tough or very dodgy targets the rest of the group is having trouble with, and you can shoot at things in astral with it. Part of your job is anti-spirit defense.
As to more combat spells its kind of a personal choice. If you take some indirect spells go with a lightning spell of some kind. Indirect spells are kind of meh in terms of how much damage they actually do. Lightning spells come with an initiative penalty and a small dice pool debuff, however. Think of them as a debuff that also does some damage as a bonus. See previous discussion on AOE vs single target. If you are going to take indirect spells you should probably bite the bullet and take two here as well, one single target and one aoe. I suggest taking the lightning spells as limited spells with a fetish. A fetish based lighting bolt can be cast at force 8 for only 3 drain, and it does 8P -8 AP plus the debuff effects. Its not too hard to get mid to high teen dice pools on combat spells on a starting character if you want to go this way.
Lets assume you have taken two indirect combat spells, so you have 8 on your list at this point, From here it is really wide open. My personal choices from your list would be levitate, physical mask, and trid phantasm. I would also go off your llist and get Influence, its just so incredibly helpful, its basically Jedi Mind Trick.