I think these choices will help new players and others that don't yet have strong opinions of what spells are among the best to chose for each DDO sorcerer level.
The following is based on my knowledge of DDO monsters and adventures, and what type of arcane magic seems to be the most useful at each level. This is a combination of what Ive learned by playing a sorcerer to 13th (current) and also playing a wizard to 20th.
Character Levels 1-6 (more later)
Level 1: Expeditious Retreat and Acid/Fire Spray or Niac's Cold Ray
Level 2: Charm Person or Hypnotism or Acid/Fire Spray or Niac's Cold Ray
Level 3: Jump or Charm Person or Hypnotism
Level 4: Web
Level 5: Blur, or other
Level 6: Acid Blast, and swap Acid/Fire Spray for Jump
Level 1: Expeditious Retreat and Acid Spray or Niac's Cold Ray
Running around at +20% speed is very useful, both in dungeons and in town. A sorcerer's best defense is based on movement advantages and the agility of the player at the keyboard.
The strategy early on to use Expeditious speed to gather up monsters then blast them all with Fire or Acid Spray. 2d4 damage Acid Spray is pretty weak, so it is important to hit multiple monsters with it in order for it to be worth spending spell points on. Niac's Cold Ray is much more lethal but it is only single target. You will want both damage spells so it doesn't matter which you pick first.
I use the Fire Finger wand or other wands to finish off low Hit Point creatures (which is almost anything at this level).
A melee-sorcerer would likely use different spells, but I won't discuss that further because my experience with the melee-arcane playing style is limited.
Level 2: Charm Person or Hypnotism or Acid Spray or Niac's Cold Ray
The strategy here is battle-control. There are occasionally times when limiting a monster's actions become important for completing a task or for the safety of your character/your team. In DDO you do not need to kill every monster so it is useful to have tools that give you options. If you do not seem to need the added protection of battle control at this low level, then make sure you have both Niacs and Acid/Fire Spray, for now...
Level 3: Charm Person or Hypnotism or Jump
If you do not yet have a battlefield "crowd control" spell then this level is a great time to get one. Sooner rather than later you will want the Jump spell though, so you may chose it now if DDO is still "too easy" for you to need a crowd control spell.
Level 4: Web
This is one of the most useful spells during the entire 20 levels of the DDO sorcerer. 4th level is a good time to start learning how to use it. Cast it before monsters get a chance to close within melee range then blast monsters with damage and lure them into the Web. Use Web to cover your escape when you do not wish to fight right then and there. Web, along with Hypnotism allows for you to chose the place and time when you will be fighting.
Level 5: Blur, or other
Blur is nice any time your teammates might be taking hits and the available healing is going to be stretched thin. Cleric Hirelings are so useful that the Blur spell really isn't needed any more at low level. Monsters die very quickly and you do not. At best the Blur spell is like adding +20% to your character's hit points or extending the spell point pool of your healer. It is not often a life-saving spell.
The other second level spell choices are nowhere near as useful as Web, so chose whatever you want. At this low level it won't matter much for a caster-sorcerer. I wish we could chose a fifth level 1 spell, but DDO doesn't allow for that.
Resist Energy is very nice, but you can buy a Wand of Resist Energy in the Marketplace and at low level the spell (and wand) only stops 10 damage per attack. That isn't really worth 15 spell points.
You might enjoy the various Ability Score buffs if you and your party need the extra help. Spells like Bulls Strength also come on Wands, but these are expensive for a new character. Flaming Sphere has the ability to do a lot of damage over time, to several monsters in a dungeon. This makes the Sphere a spell point saver, with the serious downside that it will burn up your Web spells. Do not take Scorching Ray any earlier than 7th level. The damage is too low.
Level 6: Acid Blast, and Acid Spray -> Jump
Acid Spray/Burning Hands has outlived it's usefulness. Replace it with Jump, or one of the other 1st level spells I've listed above. If you swap it at 5th, you save some gold. As with Expeditious Retreat, the added mobility will protect your sorcerer. Jump also allows easier access to various places in the dungeon maps. Unlike other 1st level spells that rarely get used as the sorcerer acquires new power, the Jump spell remains very useful up through high level adventures.
Your true potential as an arcane powerhouse begins now! Make sure you chose the Maximize Spell feat at 6th, if you did not chose it at 3rd. You can 1-shot kill many monsters now with Maximize (usually with Niacs), or come very close.
Acid Blast is a Medium Range, wide area of effect damage spell that reaches its full potential at 10th level of "10d6" damage. While the Snowball and Electric Arc 2nd level spells spells also have a good range and effect area, they are very low damage compared to Acid Blast. This is now your primary source of damage in an adventure because, like Acid Spray before it, you can hit multiple monsters per casting. Very spell point efficient.
It is important to chose Acid rather than Fire because there are a lot of relatively-low level monsters that are resistant or completely immune to fire damage, but do not resist Acid (hell hounds, fire elementals, fire mephits, blackbones) , You will be using at least couple of Fire and Cold damage spells later on so it is important to retain a 3rd type of damage for the rare monster that is immune to both fire and cold (i.e. blackbone skeleton).
I continue using Acid Blast until it is retired in favor of Ball Lightning at 13th level, although Cone of Cold often replaces its AoE damage-dealing purpose at level 11th.