Well, the only standard spells Dan Dalf is recorded as using in the ``legends'' are Scorching Ray (used against goblins) and Mount (Shadow Facts was clearly a conjuration). So, while divination specialist is appropriate, I would recommend keeping conjuration and evocation schools around. Dan Dalf fought the necromancer of murky woods (Sore Ron in disguise), and did not practice necromancy himself, so necromancy might be an appropriate forbidden school. I'm not really sure how he defeated the balr.. er balor, but he sure seemed to know everything. If you don't want to be a walking artillery unit, but want access to skills like Diplomacy, maybe you should multiclass Bard-Wizard.
(Three levels of wizard to earn your pointy hat, then switch over to bard.) It's not efficient, but you could get all the languages you want, plus Bardic knowledge is really closer to what Dan Dalf contributed to the group than most of the divination spells. If your GM is willing, you could define your Perform skill as Oratory, and give lectures to the party to inspire them rather than play music. (Be sure that your group will tolerate this...)

I think WF(rays) is a fine feat. You should be careful, in that there really aren't that many core first level ray spells, especially if necromancy is forbidden. Ray of frost really is weak. So you might want to save that for your third level feat. Skill focus (concentration) is always useful, especially at low levels, for casting defensively, and Con isn't on your list of favored stats.