I mean if we are using flaws, but flaws only buy standard feats not scaling feats, then I'll still pick up Skill Focus (Concentration) and Improved Initiative. You could get Skill Focus in both Spot and Listen if you wanted or one of those and Improved Initiative, or whatever else.
Ice Armor And Shield: Okay, well, the tome system is actually pretty simple, but not easy to do in Mythweavers. (feel free to make a copy of this
Blank Sheet here if you'd like to use it, it handles all the ACP/ASP stuff, among other things.)
The Armor Check Penalty applies to all the normal skills EXCEPT for hide/move silently. The Armor Stealth Penalty applies to Hide and Move Silently. It's that simple. All the other stuff about high BAB doesn't matter for you right now because you get wizard BAB so you'll not even see any effects from any of that until at least level 4 (when you have BAB +2). Of note is the fact that currently your movement is reduced to 20ft and you can't Run because your ACP total is 4, and your BAB is 0. You'll be able to run at least next level, and if you just drop the shield you'd also be able to move at full speed (the shield is 3 out of that 4, the darkleaf is only 1).
Now, given that there's a specific paragraph about armors needing to be made of the correct material, it seems pretty sketchy to make Darkleaf Armor out of ice and then get the Fast Healing bonus, since your armor looks like darkleaf and all but is actually ice, so there's no darkleaves to root into your skin and give you the Fast Healing. The Ice Armor should just be its own armor type probably.
At the same time, the Crystal Ice Shield is totally made of ice, so that makes sense that you could make it with your ability, but it's technically using the Great Shield proficiency (aka Tower Shield proficiency), not just the normal Shield proficiency. You could probably have a normal Shield that's made of ice instead of a Great Shield, but it'd probably be its own thing.
As to weight, my SuperTome PDF has weights in it for the normal armor types. Weight is basically based on material, so, use Icey weights for things. But yeah, you should probably make "Ice Armor" and "Ice Shield" as totally being their own item types.
Product of Infernal Dalliance: I mean the point of taking the feat is that you get what it says you get:
[*]You can take [Fiend] feats (powerful, and should also allow you to become a True Fiend though technically it doesn't)
[*]You radiate faint evil (useless)
[*]You have either two claws or one bite natural weapon (minimal useful, these should count as Magic too, then they'd be nice)
[*]You have Cold Resistance 5 or Fire Resistance 5 (nice for a first level feat)
[*]You also gain the [baazetu], [tanar’ri], [yugoloth], or [demondand] subtype.
The first level of True Fiend is that you get the distinctive abilities of your subtype, which obviously means that it's assumed that not all creatures of that subtype have those abilities.
Sorc Spells: Yeah, I guess. But that's only one spell per level and they draw all from the same spells per day pool. I guess the big thing is that you're missing out on an auto-attack option. Unlimited cantrips sorta helps in my particular case because i get a minorly scaling cantrip (up to 5 dice), but it should probably just be a class feature or something.
In terms of theme, I don't think that the ability to go "off theme" is really a power advantage. Your Ice class has Major Creation (as a standard action, and 8 levels early), Grease (with 4 times the normal area, one higher range category, a 1 round bonus immobilization, and unlimited duration), a weird action denial effect, and Wall of Ice (2 levels sooner than normal), and then the Grease effect upgrades into a higher damage Incendiary Cloud [ice], all at will, and all "in theme" with the cold thing. Then you also pick up automatic Raise Dead on yourself and turn yourself into a Construct. Again, all in theme.
I mean, the classes should be comparable at all levels, not just later levels. There's like a bajillion essays floating around on why "low power now high power later" is shitty design. Some of them are written straight into the Tomes themselves. So all the classes should have a way to do a thing even at level 1, just like all the classes should have ways to do things at higher levels as well. I suppose my musings on this point are more of a general "how to fix a caster at low levels" thing than a specific issue i'd like to add to this character.