It's hard to answer this one in a very definite way. I'm not picking up the 'wobble' you're referring to, unless it's the very slight consequence of the pinch-poles of the UV sphere. The pinching is chiefly a shading anomaly, to do with the way normals are interpolated by the renderer, not a geometric anomaly, so shouldn't make any difference to a print. To be honest, the model looks fine.
In general, if you needed to fine-tune the curvature of a surface like this,some of these moves/features might be typical:
- Generally working under large-diameter Proportional Editing
- In any tool or any numeric field, Shift-dragging to gear down mouse-movement
- Working under Smooth and Subdivision Surface modifiers until happy, and then applying, at least Smooth
- SShiftZ .. (shift-drag) to scale latitudes in XY only
- G G to slide latitudes up and down longitudes, while trying to keep intervals changing smoothly.
However, if you're fanatical about continuity in curvature, in the same way as a CAD-designer of highly reflective objects might be, any manual adjustments of elements are almost bound to mess it up.. I think you have to automate it, somehow. An obvious route is to rely on the inherent continuity of a spline with aligned control-points. Blender curve-editing is not the friendliest, but it's improving....
- Create a Curve > Bezier Curve. I've declared mine to be 2D in its Data tab > Shape panel, to guarantee it stays flat in its own object-XY. not strictly necessary. (You can just ensure it's always scaled to 0 in the appropriate direction in Edit Mode, instead)
- In Edit Mode, ensure the end-points are at exactly 0 in global X and Y. You can enter that numerically in the 3D View N panel , Item > Transform fields
- Subdivide the curve once, and set all control-points to 'Aligned'...

(Left, Object Mode, displaying object axes, in my case. Mid, Edit Mode.)
- Scaling the end-points to 0 in Z about a Median Transform-Pivot will ensure the tangents at top and bottom will be horizontal.
Now you have only three control-points with handles to adjust, in an orthographic front-view (Numpad 1), to get any smooth profile you want.
The profile can be given Screw and Weld modifiers, to create the surface of revolution. Smooth and Subdivision modifiers might be appropriate. When happy, a copy of the object can be converted to a mesh.
The difference between your mesh-edited surface, and this curve-edited surface is tiny, but shows up under a stripe-matcap:

Front and top-views, curve-model in green, with better continuity in curvature.

For your print, IMO, all this post is way over the top. But maybe it suggests an alternative route.