**
When optimizing a character, it is key to identify what you will be spending most of your time doing.
**
In this case, it seems like you want to make a melee character who fights in melee. The problem is, as a Magus, you will be combining spell use with melee attacks, and relying on spells to do your damage or to attach Saving Throw based effects. However, your melee attacks still need to hit to apply these spells. So we need to optimize two things - your to hit and your spell effects.
Why not rely more on melee damage? As a non-Fighter and non-Barbarian and non-Rogue, your melee damage is low. You can't easily use PA to increase your damage as your to-hit is key. Ergo, relying on pure melee damage is a bad idea with this build.
To-Hit
To Hit is made of three parts -
- Stat added to to-hit
- spell bonuses and gear bonuses to hit
- feat bonuses to hit
Spell and gear bonuses are simple - you select spells (such as Haste and Cat's Grace) that give you bonuses to hit and try to have them cast before combat goes up. Additionally, you buy or steal or barter or trade or select items (gloves of dexterity, magical swords, banners, duelist's gauntlets, sashes etc) that increase your to-hit. It's usually fairly binary, and choices between say, a great save or die to apply via sword hits or a spell that increases the chance of hitting, can be decided upon by comparing the great spell to your pre-existing spells, thinking about how often you hit currently, etc.
Stat added to hit is also fairly simple. You want more of the stat that adds itself to your to-hit, within reason, again, by comparing it to other things you might get with the same money.
Feat bonuses are slightly more complex, as some feat chains offer debuffs which can affect to-hit, and computing the result is non-trivial. However, as you aren't a Fighter, you can't afford enough feats to make the Improved Trip line worthwhile (Expertise, Trip 1, Trip 2, Fury's Fall), as you aren't a rogue the Shatter Defenses line isn't worth it, and most of the others aren't great shakes. Weapon Focus is an okay choice as it pays off immediately, doesn't require anything else, and is easy to use with your weapon choice of 'always scimitars'. The Two-Weapon Fighting chain is mandatory. That leaves you with very few feats, so the only real 'bang for buck' feat choice is Dazing Assault. Daze is a great status effect and worth applying.
Spell Effects
Here we start to run into problems. In the proposed build, you have 4 lost caster levels. In a partial casting class like the Magus, that's effectively suicide. Unless there are some vastly powerful low level spells in the Magus list that you are going to be able to rely on, and you're taking the levels in those classes later - which there is no sign that you are, as they appear to be low level dex and BAB boosting classes.
Unless you are going to dual-wield scimitars and take power attack/twf chain etc, I recommend you only take one level instead of four. Taking a second level later might be workable, but 4 levels of delayed casting as a Magus will suck.
If you have 3.5e backwards compatibility, things like the Abjurant Champion prestige class might help you out in getting a better BAB while maintaining your casting progression (although you still lose out on arcane pool and arcana - the only worthwhile things about advancing pure magus).
Now, as for advancing your spell effects, we have two main things to worry about - save DC and damage.
Save DC is increased by int and various feats, none of them amazingly good. Spell Specialization is a good choice, as is spell Focus in a school you have multiple good options in (like Conjuration or Transmutation).
Damage is increased by CL and metamagic feats. The Gifted Adept and Metamagic Master traits are key to increasing the power of a spell you'll use a lot, such as Shocking Grasp. Otherwise Spell Focus, Mage's Tattoo (Varisian Tattoo), Spell Specialization, can all increase your CL. At lower levels, an Empowered Shocking Grasp for 5d6 x 1.5 damage is crazy at level 4 or whatever. At higher levels, an Intensified Empowered Shocking Grasp out of a 2nd level spell slot for 10d6 x 1.5 damage is great in addition to a full attack.
Taking a level in Crossblooded Sorcerer (Draconic/Orc, or anything else that boosts damage) can greatly increase the damage of touch spells you use also.
Once you have all that handled, damage, status effects, how you are applying them, then you can think about ratios of int to dex.
And in this case, mathematically speaking, you want 2 more points of Int than Dex at any one time, but both are important.
1) Yes, you dont need to have 9th level spell slots to use spell perfection, thats why some 6-level casters take it. You simply make your own "perfect" version of said spell.
2) When a text says "you have the ability to cast" it means you must have it as a spell known or be able to memorize it, items that allow casting it will not meet the requeriments. I believe that recent FAQ's even ruled out spell-like abilities obtained from traits or racial abilities.
With that out of the way, No, because the wand has no requeriment to use it, the spell does, only half-elves can cast paragon surge, due to Range: Personal (half-elf only). UMD would allow you to use a Paragon Surge wand without being one of the classes that can cast it:
alchemist 3, bloodrager 3, cleric 3, magus 4, paladin 4, sorcerer/wizard 3, witch 3
The wand has no requeriment unless the creator choose to make it require a half-elf to use (which would lower the item cost), or enchanted the item (not a wand, but this happens to weapons, armors and wondrous items fairly often) with a special ability that requires a certain class or race.
A forgiving GM could even allow you to emulate a race to obtain a special ability from an item that only works for a certain race/class, like the Belt of Dwarvenkind. Otherwise that specific use of UMD will not see much use.
3) If your character is an half-elf, you wouldnt need UMD at all and the answer would be: Yes, you can change the spell from spell perfection every day, on each cast of Paragon Surge, as long you also know three other metamagical feats.
Best Answer
You'll have to do things the hard way.
Ignoring the fact that you're already an archetyped wizard, there are no classes or archetypes that grant Spell Perfection as a bonus feat without needing to meet its prerequisites. This means that you always need to meet its prerequisites in order to have it.
While class features may grant metamagic feats as bonus feats, you're already an aforementioned archtype wizard, this reduces the way to get metamagic feats to your feats gained normally from leveling, and traits. Since there are no traits that grant metamagic feats (although there are ones that replicate their effects like Unseen But Not Undone), this reduces us to feats only.
Since we're trying to reduce the requirement as much as possible, this means we need a feat that counts as two (or more) metamagic feats. Unfortunately, there is no such feat. The closest one to such a thing is Sacred Geometry, but it doesn't grant you those feats, nor does it even count as a metamagic feat itself, thus it actually wastes a feat you could have otherwise used to qualify for Spell Perfection.
Therefore, the only thing left to do is figure out how to work in enough feats to qualify for it as soon as you can. A sample idea:
A Final Note
You could always try asking your GM to reduce the number of metamagic feats required for spell perfection, or if you can use feats like Undead Master or Sacred Geometry as qualifying feats instead. This would allow you to cut down on the number of feats in your build and give you a bit more breathing room.
Potential Dips
Some classes you could dip a level in, in order to receive a metamagic feat as a bonus feat. Note that this would slow you down though.