It's a little weird, to be sure--they don't really match anything else I've seen. Clerics (as of 2e and 3e) used to slice them much more finely into more-obvious spheres like Life, Death, and Knowledge (though having pseudo-academic, abstract, abstruse categories for wizard spells does fit the fluff of Wizard as Fantasy-World Scientist-Equivalent).
Other games do their own things--Mage: the Ascension has Correspondence, Entropy, Life, Forces, Matter, Mind, Prime, Spirit, and Time. Mage: Dark Ages actually has different traditions that divide magic up in their own ways, so the nature-y Old Faith have them organized by the seasons, the standard fantasy wizard-ish Order of Hermes has four of the spheres from the later Mage, and the Spirit-Talkers (proto-Dreamspeakers) have them organized by the various spirits they call on. (I kinda like it, personally--the universe is what it is, different cultures understand it different ways.)
Shadowrun had detection, illusion, healing, damage, and manipulation if I remember right.
Video games will often use the four elements, often adding in light and dark; Final Fantasy started out with white and black (a pretty clear cleric/mage port with Dragonlance flavor) and added in blue (steal from monsters), summoning, time/space, and dancers, bards, and 100 other things I've probably forgotten.
Master of the Five Magics was a big influence on Magic: the Gathering if you accept Wikipedia, which is more or less Good, Nature, Mind, Energy, Evil.
I'm not sure there is a 'natural' order for the supernatural, since it's whatever the author wants to make it.