In the build I recommended there were no Monk levels and starting INT was 8. We will assume Rogue is taken at first level and a +2 INT tome is eaten at level 7. If you put 4 points into UMD at first level, 1 point at levels 2-7, and 2 points at levels 8-20, you would have a final UMD of 15 ranks. If you waste AP on Charisma and Skill Boost Enhancements (keeping in mind that AP will be tight on this build due to the need for Healer's Friend) then you could get a total UMD of 33 for 20 second bursts. Just good enough for Fire Shield scrolls (UMD 32), reasonable for Teleport scrolls (UMD 36), marginal for Greater Heroism (UMD 40), and wasteful for Greater Teleport (UMD 44). All at the cost of gimping all your other skills (you would have 2 ranks in Concentration, 4 in Balance and Jump).
You would also only get these marginal UMD levels at endgame and would receive no benefit while leveling.
One level of Wizard gets you access to the arcane spells that you actually need to help leveling (not the 'nice to haves' like Teleport and GH, especially when your UMD calculation is based on already having GH from Planar Gird) plus it gives you a bonus metamagic feat which you use to free up a normal feat for anything you want.
In summary, on this build splash Wizard = win while blow all your skill points on UMD = fail.
EDIT: To clarify my position on UMD, I wholeheartedly agree that it is the best endgame option for a min-maxxer. I always build for UMD. The OP, however, is obviously not a min-maxxer or he would be rolling a WF FvS or Half-Orc Battle Cleric. A WF Battle Cleric is a sub-optimal build that will probably take a long time to solo level on a TR's xp scale. Splashing Wizard early will make his leveling significantly easier. Maxxing UMD will only (marginally) pay-off in the last few levels before cap.