Color-CodingGoing with the style for the boards, I will follow Dictuum Mortuum's color coding scheme to show the options for a Swordmage, which will hopefully help you decide which options are more beneficial for you.
Sky Blue choices are excellent options. Any Swordmage can make use of these, and they should always be considered.
Blue choices are good options. A Swordmage who uses one of these won't regret it.
Black choices are solid options. Maybe not the best choice there is, but it's not an outright bad choice either.
Purple choices are limited options. These choices might work for some swordmages, but they're generally not very good.
Red choices are bad options. To use board lingo, they are "traps," and should generally be avoided.
Healing Surges - 8 + Con modifier. Shieldmages however will have plenty of surges.
Proficiencies - Gain proficiency in all simple melee weapons and military light and heavy blades. Not particularly the best, but could be worse.
Implements - All light and heavy blades, why thank you very much!
Defenses - +2 to the one defense that will more than likely be your lowest, thanks for helping round out those defenses for me.
Swordbond - You get to call your weapon from far away,or reform it if it gets destroyed. Umm,cool but that's about it.
Swordmage Aegis - All your aegis powers use your immediate action to punish those enemies you mark that don't attack you, so you only get to punish one enemy per turn, but these enemies can be any distance from you up to 10 squares away, 20 with the right feat.
Aegis of Ensnarement(aka Snaremages) - Again, doesn't require a secondary stat, although having a decent Con score will help this build out. This one also uses your Immediate Reaction, but to teleport the triggering enemy back to you and giving all creatures CA against it. So this build is also less likely to be the primary defender, but with the right build, this can be changed due to the stickiness of this feature.
Aegis of Shielding(aka Shieldmages) - This build clearly functions off of Con and is the only one that, right from the go, can act as the primary defender. It uses your Immediate Interrupt to reduce the damage your marked target deals to a single ally of yours that it hits.
Athletics - Being able to Swim, climb, or jump decently will occasionally help, but the main reason is for those rare occasions that you get grabbed.
Diplomacy - Swordmages aren't known for their ability to influence others due to their (normally) lack of charm.
Endurance - Shieldmages and most Snaremages are better off than Assaultmages in taking this. But being able to endure rough weather and resist those horrible diseases can really get you out of dire circumstances.
History - You like being a tactically minded warrior. This can show how you gained all those tactics. Plus, it fits rather nicely due to following your primary stat.
Insight - This helps in many situations, though is based off one of your dump stats, unless you're going for the Wandering Swordmage.
Intimidate - Based off the stat you really don't need, except for fluff reasons. Ignore this with all your power.
Bluff - Dump stat, so don't worry with this one.
Dungeoneering - Let your Ranger buddy take this. It's based off a dump stat and doesn't help that often.
Heal - Fighters and Clerics will probably take this instead, so don't worry about it.
Nature - Again, based off a dump stat, although the monster knowledge may come in handy occasionally. Still not worth it much though.
Perception - Although highly useful, it's based off a dump stat and would require a feat to get it. Is it really worth a feat? If multiclassing is beneficial and gives this, then yes.
Religion - Based off you Int score, so you will naturally already have a high modifier in this skill anyways, though it does open up new knowledge for certain enemies.
Stealth - Very nice skill for giving yourself CA, but would require MCing or taking a feat. Still good though.
Streetwise - Who cares what the word on the street is? based off a dump stat and completely useless for you.
Thievery - Let your rogue buddy handle all this. Not really worth it at all for you.
Strength - Secondary stat for Assaultmages, to a degree, but can be ignored. Starting stat 12 after racials. This will net you Greater Swordmage Warding as soon as you reach Paragon. Otherwise, it's not really needed.
Constitution - Secondary stat for Shieldmages and semi-secondary for Snaremages. Also determines starting HP and Surges. Starting stat 12-16 before racials.
Dexterity - Not exactly a much needed stat, but good for initiative as well as a couple feats that truly help out Swordmages. Starting stat 10-12 before racials.
Intelligence - Primary stat for all Swordmages. Keeps AC and REF high, while also determining your hit with powers. Starting stat 16-18 before racials.
Wisdom - Dump stat, although needed for Wandering Swordmage. Also affects Will defense. Starting stat 10-14.
Charisma - Complete dump stat. Not needed except for MC purposes. Starting stat 8-10 before racials.
Dwarf - Mobility is a key concern, although they do get second wind as a minor and stat boost to Con.
Eladrin - Good mobility, great racial power, and a stat boost to primary stat make this race straight win.
Elf - Oustanding mobility, but stat boosts to two stats that aren't particularly needed. There racial power is pretty great also.
Half-Elf - Great race if you plan on MCing, and gets a boost to Con. Other than that, kinda meh IMO.
Halflings - Small size, thus limiting your weaponry, as well as stat boosts to two non-needed stats. Racial power is pretty good for what a Swordmage does however.
Humans - +1 to all NAD's, bonus feat and at-will power is really good. If only they had a second stat boost. Sigh.
Tieflings - Bonus to primary stat makes this race very nice, plus fire resistant. Just get a flaming weapon and this race becomes very good.
Gnome - Boost to primary stat is good, but small size gives you the same problem as halflings. The racial power is pretty good also, in order to force your aegis to trigger.
Goliath - Decent Assaultmages that can potentially keep THP's up with the right feat. No INT boost, however, makes it harder for this race to keep up with others.
Half-Orc - Boost to STR makes this class a decent Assaultmage again, but fit into different roles better.
Longtooth Shifter - Good mobility and Racial power make this race an ok Assaultmage, but would probably make a better striker than defender.
Razorclaw Shifter - Horrible stat boosts as well as a lackluster racial power. Not a good choice for Swordmages.
Kalashtar - Lacks primary stat boost, and racial power isn't too great for a Swordmage. Lacks class support as well.
Warforged - Survivability isn't really an issue with this race, and gets stat boost to both secondary stats, so can fill any of the Swordmage roles. Also has a few decent feats in the dragon articles.
Drow - Stat boosts in two subprime stats make it very difficult to play a Drow Swordmage, even though the racial powers are pretty good.
Genasi - The pinnacle Assaultmage. Boosts to both Strength and Int make this class highly playable. Plus, with the manifestations, you can pick and choose your style of play. Good choice for any type of Swordmage with good support as well.
Shadar-Kai - Same boosts as Eladrin, and also a very close resemblance to their racial power. Very strong race for a Swordmage.
Bladeling - Lack of support makes this race a highly reckless choice to use.
Gnoll - Some nice feats in Dragon mags, and semi decent Assaultmages, but there are better choices out there.
Minotaur - Great Assaultmage that will probably like to charge everywhere. Is lacking the Int boost, however.
Revenant - Another race that can make a decent Shieldmage or Snaremage. Nice racial abilities that let it emulate other races powers. Overall, not "the" most solid choice for those two builds, but still a solid choice.
Note: I will add PHB3 races after the book is released to view all the options related to the race as well as the race itself.