Sounds interesting. I'm unsure about a few things:
1. What about campaigns where magical bonding stuff like attunement doesn't make sense?
2. I'm a little confused as to what the identify spell does now. It sounds like its lost alot of its reason for being.
Furthermore, I'm not a fan of mechanical advantages countered by roleplaying disadvantages, which seem to be at the core of the system.
What about removing/breaking an attunement? Is it possible? Do you need a spell cat on you?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.