@Stabbey: Sorry if my remark came off as rude or unfair, that was not my intention.
About combat, and magic in particular, I think there shouldn't be "big nukes" without setup, even if they had long cd and charge time. Otherwise, all combats will be like "I use my 2 turn charge time super spell hoping nothing interrupt me, then clean up what's left with the rest of my arsenal".
Also, except for Water sorcery which has the heal and freezes, most spell seem to do the same thing, damage, with just some cosmetic differences and minor side effects (for instance, both poisoned and burning are dots). There needs to be more mechanic differences between the 4 sorcery schools. Like, water could be heals & control, earth control & debuffs, fire dots and buffs, air nukes and buffs. Of course there should be enough spells so that each sorcery school is not limited to 2 functions.
And I'm gonna bring again my "high tier spells need to rely on small tier ones" creed. Eg: the fire spell "fireball" would do "meh" damages on its own but have a nuke potential on burning targets, at the cost of consuming the burning effect. A "thunderbolt" spell could be a medium, single target nuke, that could turn into an aoe if surrounding targets are affected by some "ion" debuff (or standing in water, obviously).
The obvious benefit of such a system is that there is no "MEGADOOM" spell in the game, only moderate spells that have the potential to turn into big ones after some prerequisites are fulfilled. It also makes all spell relevant during the entire game, and encourage diversity.