I might as well post on how I answered them.
Fire and forget: Change. This is an artifact of D&D history, and could be easily changed without affecting the feel of the game. The most balanced method would be one like the "spells readied" system in AU. Actually I've found this type of system to be even more flavorful and interesting, because characters feel more free to ready cool-but-relatively-useless spells, which they would never prepare in a standard D&D system out of fear of crippling their capabilities.
Spell slots: Keep.
Specific effects: Keep.
These are neccessary for game balance and simplicity. Besides, specific spells are probably the largest sacred cow on this list. If magic was made more freeform, it might not feel like D&D anymore.
Spell components: Change.
I prefer each class to have its own method of casting spells. This influences my answers to the next couple of questions.
Arcane/divine distinction: Change.
I would prefer to get rid of the distinction entirely, and let each class be its own type of magic. Naturally clerical magic is divine in nature, but there's no reason to create an arcane/divine split for other classes. Why should nature magic be more "divine" than song magic? (In settings where druids aren't required to worship gods, anyway.)
Spell failure: Change
Spell failure chance is fairly importance for the balance of the wizard and sorcerer classes, but I see no reason to make it so for all "arcane" magic. I would like spell-failure a characteristic of specific caster classes, not of all magic that isn't "divine".
Unique spell lists: Change.
I had a hard time deciding this question, and don't really have a strong opinion on it. In the end I decided to vote for change because it makes it easier to create a system where multiclass spellcasting stacks. I wouldn't want a totally generic system, or one that's mostly generic like AU, but a "sphere" system could work.