as for the wizard ongoing -1. I think that option is amazing and extremely hindering at the same time. Truth be told, I think once you hit about lvl 3 or 4 it is a very awesome option, but before then it pretty much limits the wizard to the point where he is even less effective than he already is.
The main issue I saw with it is that at lvl 1 you basically have the option of being completely ineffective in future fights (forgetting a spell) potentially getting yourself killed (putting yourself in danger) or delaying both of those options (taking an ongoing -1). even at level 2 the selection can be fairly disastrous. at lvl 3 you get the stat increase, so the -1 is slightly less of a hinder.
Mainly what I saw in our game in regards to this is the combination of an ineffective wizard and an overly effect party combined with a lack of reward for camping. When the warrior is healing himself 10hp with health potions, not having cure light wounds isn't a big deal, when the fighter and the rogue both deal well over twice the damage that the wizard can do, damaging spells seem fairly ineffective (even fireball can be fairly ineffective depending on what you're fighting, though I didn't prove this theory yet). The combination of these things leads to a couple different scenarios; the first being that the entire party camps for the sole reason of regaining wizard spells (which, when the wizard only has 2 and neither one of them prove to be effective is really not so much an option to help the party as it is an option to give the wizards player a way of relieving boredom), the second is that the party presses on and leaves the wizard in a state of complete uselessness.
How it played out in our game was simple, I, as the wizard, chose to pretty much hide in every fight, or shoot my bow just so I could roll the dice (and gain xp) because with a -3 to my spell casting I was pretty much asking to be whacked by an enemy (which had a high percentage chance of putting me at 0 hp).
To me, until camping is more useful for everyone, the ongoing -1 is a bit harsh. I felt in our game that camping in almost any dungeon would prove to be far more risk than reward for the group in whole, being that the wizard, at the time being, is the only one to truly benefit from this. Given that, the ongoing -1 might be a better option once camping rules are revised, but for now it pretty well made my wizard useless in the party.
Also, I believe that health potions are a bit too powerful at the time being. 10hp is alot, even up to around lvl 5 it seems that health potions are the best way to heal. they heal more on average than cure light wounds and cure moderate wounds (if that is the 2d8 one can't remember). Not to say that they should be taken out of the game, just perhaps that they shouldn't be so available. Even with the sketchy encumbrance rules we're using, they are very very highly effective. Though, other opinions on this would be helpful.