Um Ufir, you do know about lvl 5 SoF potions right?
It's 3 shield ac instead of 4 (1 less) but lasts far longer.
Also you can get 10 minute shield wands that are usable with UMD later on.
The lvl 5 SoF potions (caster lvl 6 but lvl 5 requirement) is I think 300 gold a pop...super cheap...you could buy like oh 5,000 of em easily for the cost of a +1 tome let alone a +2.
Heck you could buy enough barkskin, Sof, Owls wisdom and cats grace potions to keep you constantly buffed forever and a day for the cost of a +2 tome.
The wizard lvl is a complete was (I'm sorry it's the truth).
Rogue lvls make sense for UMD especially since your human. Just 1 rogue level can open you up for a few more useful skills and monks get a decent number of skill points. If you go with a 14 int thats 6 skill points per rogue lvl allowing you to max Search/DA and UMD. I forget if search is a monk skill or not...if it is you can keep spot maxed as well...if not you need a +2 int tome to keep spot maxed.
The concept of ditching a character after using 3 +2 tomes on it hurts me to even think about, but I really don't see any reason for you to make the character you were planning. Just a few wizard levels is going to be useless.
Therefore why don't you switch things around?
You only have wizard lvls so far, so make the character primaraly a wizard with maybe a few monk and rogue levels to add flavor?
2 monk levels will give your character wis bonus to AC and allow you to fight in various monk stances with specific weapons (it will also give you double toughness feats if you want to boost your max hp. You could fight in fire stance constantly for a +2 strength (Stacks with enhancements) as well.
2 monk levels also gives you evasion already.
Problem with the rogue levels to me is that you wont' have them at lvl 1....but you can't get UMD any other way which really blows.
I guess you can go with 2 monk levels and 1 rogue level (opening up rogue skills) and the rest wizard levels (hurts that your int is only 14, but you'll still be able to easily cast all wizard spells eventually by lvl 20 (17 is the required lvl for 9th lvl wizard spells).
Character will be best at using either non-save spells (magic missile/force missile/fog etc) buffs (haste/heroism/resist energy etc) and then meleeing away with a quarterstaff.
At least it won't be totally gimped