Been thinking about it and here's what I'd suggest:
- I like drug-damage as Strain, I'd expand it to everybody, not just magic-users (effects of drug-abuse on cyberred characters!), but make drug-induced Strain healable with the same methods that one cure drug-addiction?
- Idea: make Mentor Spirit a Feat with "You can take this feet multiple times. Each time you do, choose one(1) benefit from the list". To represent a magic-user's growing link with his Mentor with time.
- Add some Boosts to the Ram spell like Knockback and Area (for vs vehicles and drone). Possibly one that removes diadv vs moving objects?
- Elemental Wall at 4 Mag base seems a bit high... I'd suggest making a lesser version that's 2 or 3 Mag and giving it some boosts if you want to cover that much area (60' X 20' for the base version seems a bit excessive, especially in an urban setting...)
- The Armor spell really needs an upgrade, especially as it's a conc spell (I like where you're going with the improved spell concentration rules, though, this will help alleviate some of this). Maybe add a boost that flips it to something strong against only ranged/ballistic attacks, like the Shield/Protection from arrows spells of old?
- Other possible magic Feats:
- Spirit Friend: Spirits like you and are more likely to do what you want. +2 effective Charisma for the purpose of Conjuring spirits, and your negative racial modifier to Cha (if any) does not apply to spirits.
- Double and Triple Cast: Same as Double and Triple attack but with spells.
- Change Improved Critical, Menacing Attack (and Aim maneuver) to include spell attacks?
- Not suggestion adding spells to the Point Blanc feat tree, but no access to Precise Shot for Magic-users?
- Spell Focus: like the Weapon Focus feat, but for a specific spell group. (Got to change the name of this feat too; it's too confusing...).
- Spell penetration: Bonus to spell DC for specific spell group
- Make a cyber (an alternate version of damage comp?), feat or talent that provides hardness "only vs pain damage" (including overcasting damage)?
Lastly, a question: do you spend your MPs before or after conjuring? i.e. after failing to summon a Mag 4 spirit, do you still need to spend 8 MPs? Or nothing at all? Or a fixed failure amount?