I run a throwing magus, so somewhat related, and the biggest two things I can point out are action economy and MAD. I'm not very familiar with thaumaturge's action economy, but with magus having a 2 action mechanic that is essential to it's operation makes deciding what my third action is very tough. I took the rogue dedication as well, for the same reasons and it definitely helped out.
I don't think you can adjust much with your stats, and I'll point out that you are getting the +4 in dex and your class attribute, so you're already better off than the magus I have. Spells with saves are tough for me to use with a lower int, but you shouldn't have as many problems. I will say not to reduce your constitution modifier any more because operating within the 20-30 feet range means you're one move action or less away from most things, you will get hit, and it will hurt a lot.
On the weapons, I'd suggest throwing a couple of bolas in there, especially if you can take assurance on athletics. They're cheap, provide nonlethal and bludgeoning, and have ranged trip. Get more than one because even with a returning rune, if you use them to trip, they do not return unless you miss. You've got a couple of thrown weapons that can be used to threaten at melee range in there, so remember that if you can't avoid close-quarter fights, you can still set up flanking to help out your party members.