Some thoughts:

1) Remember, the game is a cooperative venture between the players and the DM. You're expected to be at similar power levels to the other players, and to be able to competently combat the monsters that are around. The things Tippy describes put you way outside of the appropriate power level (as he says at the end of his post.) You might be able to use some of his tricks in lesser ways to create more appropriate powers, though. Also, the DM should hold up his end of the bargain by giving you appropriate challenges, which brings us to...

2) Being in epic doesn't mean you should only be fighting stuff out of the ELH that has SR 40+. There are still plenty of epic monsters that have only minor SR, and plenty of non-epic monsters that can be advanced to epic. If you're only fighting things with absurd SR, either your DM or the module is doing something wrong.

3) For the occasional high SR monster, look into spells like "Assay Spell Resistance", and pick up as many caster levels as you can from items. Also use your spells to manipulate the environment instead of your opponent -- he might save against disintegrate, but the floor underneath him won't. He might be able to resist or save against most of your spells, but not be able to break through a wall of force or even a wall of iron.

4) Some of the book's Epic Spells have intentionally crazy-high DC's. They're meant to give you some idea as to what could be done if you kept playing to extremely high levels and used all sorts of rituals and so on. You can create pretty cool epic spells with much lower DC's. Use mitigating factors to bring DC's down, and use items (not valuable epic feats!) to bring your skill checks up.

5) Similar to Assay Spell Resistance... use (quickened, if you don't have it houseruled to be a swift action already) True Strike when you need to land a touch attack.

6) In epic, everything saves. Save-or-suck spells aren't so effective any more unless you can cast multiple spells at the same creature targeting its weakest save. If you hit it 4 times and it needs to roll a 4 or lower, chances are it'll blow one of them. This means Multispell is your friend. (Twin Spell and Split Ray are also nice.) My epic party doesn't have a wizard right now, but our cleric casts 4-5 spells every single round -- buffs, debuffs, save-or-sucks, save-and-still-sucks, you name it. With an amulet of second chances, she can make something save or die 8 times in a round. It'll get really sick when she picks up a pair of auto-quicken feats at level 27.

7) Remember, you do have a party with you. There are things you can cast that make them more effective. This includes dispelling combat protections, giving buffs, grappling foes with Bigby spells, even casting benign transposition or dimension door to get someone across the battlefield quickly. And there are things they can do to help you. If your hasted rogue dual-wields wounding shattermantle shortswords, he can drop an enemy's CON by 7 every round and SR by 14 (the SR loss resets at the start of his next turn.) All of a sudden your fort-save-or-suck spells are going to work better.

Hopefully this gives you something to go on.