3) Quality equipment is a difficult thing to determine, and it depends a lot on how high powered the campaign is. By level 5 I had a player who could make +15 items in 1 week, if he had the equipment, and +10 items in a day easily, although the metal needed is Uncommon, Uncommon is not too hard to find. In my opinion +10 equipment at level 1 is fine if you pay CP for it (with the Wealth or Artifact advantage), maybe even +15 for 3CP. If you do not pay CP level 3 for +5, level 6 for +10 and level 9 for +15 (level +/-1) sound like good levels for a normal campaign,.
4) I am a big fan of the wizard, and have to agree with your player, 3 spells a level is way too slow most of the time. As per why that is, some math;
Lets assume the wizard starts with 11INT (lower than I like to personally). This starts them with about 35 spell levels (1/2 of 75), then they increase their INT by +1 at level 2 (giving +25 Spell Levels). If you allow them to learn 6 spell levels of spells they now know 41/100 spell levels. Two levels later they have 53 spell levels known, but with another +1 INT at level 4 they now have 150 spell levels maximum, so they only have 1/3rd (53/150) of what they could learn, less than the percent they started with.
As you can see going that slow will never allow you to catch up to your maximum, and will actually decrease the percentage you have of your spell levels invested. If you allow 6/level/level (12 at level 2, 18 at level 3, 24 at level 4, etc.) you still will not reach your max till level 13-ish (albeit this could work quite well for what you want). But does reaching your maximum matter? That depends on the other classes. Now, I would like to note that this is only my opinion, but here is what I think;
If you place this limit on wizards you should keep the limit for all classes, and by that I mean at the same percent. So someone using MK should use the same percent of their MK as a wizard has of his spell levels, and a psychic should be the same with PP (this has always been a problem, they limit wizards and MK users at 50% of their ability at level 1 but a mentalist can be fully invested), at least with invested PP. Summoners are difficult, but you can make limits somehow.
So, if a wizard can only learn 6 spell levels per level, and they have say 41/100 spell levels at level 2, or 41%, then MK users should not be allowed to have more than 41% of his MK invested. So a technician that has not bought any more MK would only be able to use 41/100MK at level 2, but if they bought 80 more MK they would be able to use 73/180.
Although this seems against the spirit of the game as written (it seems to be made to reach your max MK and spell levels by level 3) as GM you can make a lot of changes as long as they are consistent. Weakening one class without weakening all of them is unbalancing.
EDIT: Having re-read your entry I may have misunderstood the question. Was your question how many spell levels they should be able to spend, or how high in any specific book they should be able to know?