OK some thoughts...
First I still think I am going to leave the Elemental Walls as it BUT in Shadowrun there are also Physical Walls and Mana Walls. I am not sure how I want to write up a Mana Wall but for...
Physical Wall: Physical (Conjuring); Casting Time: 1 action; Magnitude: 3; Range: 120ft; Duration: Concentration, up to 1 minute. You create a solid wall of pure magical energy on a surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque. The wall has HP of 75 and a Hardness of 6. Targets cannot push through this wall, they must break through it. Otherwise treat as an Elemental Wall.
Then I was thinking that if ANY spell should include Knockback it would the Elemental Bolt, etc. within Area Attacks and Cones, sort of like Grenades. So I think I will add them to those affects. I also agreed to a small cone of 30ft for +1 Magnitude.
Then I am adding Watcher Spirits also...
WATCHER SPIRITS
Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (and 2d10 minutes of time).
Watcher Spirit, small spirit, unaligned.
Armor Class: 11 (natural; hardness 0)
Hit Points: 5 (1d8); Threshold: 15
Speed: 30ft, Fly 30ft (astral fly speed 60ft or 500ft)
STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
Condition Immunity: Charmed, Exhaustion, Frightened, Poisoned.
Damage Immunity: Poison
Senses: Duel-Natured (ignore all visual base concealment or cover; sees both in Astral and normal Space), passive Perception 12
Skills: Investigation +2, Perception +2
Spirits: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage.
ACTIONS
Strike: melee weapon attack: +2 to hit, reach 5ft, one target; Hit: 1d6 slashing damage.