Chain Lightning: Depend on how grouped up they are, situational spell.
Storm: Try 100%+ air resistance and get stun immunity talent. Higher level spells generally are meant to be unreliable, but if you negate the downside, they become good, especially for specialized party or lone wolf playstyle.
Meteor: Easy mode spell.
Hail: Not really meant to do damage as its main purpose, it is meant to change the battlefield with frozen grounds, can be used another mage to create different effects on the field. Defensive/utility, not a smash A to obliterate spell at all.
Earthquake: Really good spell when used correctly. Knockdown immunity on party members make this spell easy to use and devastating to enemies. Require either specialized builds, small party or solo, or having air mage to drop the earth mage to the enemy and away from the party when possible.
If you want reliability, use low level spells. High level spells are for advanced builds that adds some risk, but with proper builds it becomes very powerful or useful when in the right hands.