So I presented this in a random post on one of the several "source skills" threads, and I just wanted to consolidate it as an idea.
Basically, from what I've read around on the forums, there are several issues with the source point system as it is now, and the issues have a slight compounding effect on one another. One issue is that the scarcity of source points makes it so that you never want to use a source skill unless it is absolutely necessary for your survival. This often logically progresses into you not wanting to memorize source skills in the first place, which leads us into the second issue. Source point skills being separate make them useless when you're not using source.
Now, I think that if you fixed both issues simultaneously, you'd come up into an issue where the player can use source easily and without repercussion. So in my proposed solution, it kinda "goes halfway" for both issues in an attempt to hit the sweet spot.
1) Do away with dedicated source skills entirely.
Memory slots are valuable, so making a player dedicate multiple slots for a skill they would only use sparingly feels bad. Instead of having entire skills dedicated to the use of source, have skills that get more powerful if you decide to use source. Chain Lightning becomes a "source-infused" version of Electric Discharge. Infectious Flame can be the result of infusing flame daggers, or fireball, or even maybe both. When the ability becomes part of a skill the player would want to take anyway, they would feel much less bad about taking the skill and using source.
2) Provide more methods to gather source
The way source is limited to either puddles (I can think of 5, maybe 6, puddles) or source vampirism (suggested to be something "non-good" to do to someone or something) means that someone who wants to play a "good" character has almost no source. Maybe make a special skill where you can spend an amount of AP to absorb an elemental pool (like a pyrokinetic skill that absorbs a pool of fire and turns it into source), or a talent that provides source when certain conditions are met. Anything that makes source more plentiful but still a resource would make them more akin to items like potions than like elixirs that I still have 10 of in my final fantasy inventories.
3) Provide more opportunities to use that source.
My personal favorite part of this idea, and the way it meets the "separate skill" problem halfway, is to turn the very act of using source into a skill. Call it "imbue source" or "infuse with source" or something. This skill would cost one source point(and probably 1 AP), and can have several different effects depending on how you decide to use it. If you decide to use it on yourself, then the next skill you cast becomes its "source-infused" version, like I pointed out in #1. If you cast it on the ground, it'll make a source puddle(and possibly even make source puddles interactable in the same way other environmental effects are). If you cast it on an ally, it'll donate one source point to that ally. If you cast it on a puddle of cursed fire, then the flames erupt in a massive source explosion, dealing damage and applying necrofire to everyone inside it. Even better, you can require the use of this skill on objects that already require you to spend source, instead of spending that source via dialogue. Like the magical lock in the tower in the gargoyle maze, simply require that the player casts the source ability.
It's my opinion that these kind of changes would move the concept of source in gameplay a little bit closer to the concept of source in the lore, and still maintain that it's a powerful option for those that do have it.
What do you guys think?