LordCrash, I think we are arguing on two separate wavelengths. I am not saying that the memory system isn't too rigid and that it doesn't need tweaking. I am saying that giving the player the ability to reduce the memory cost of spells to one with in a couple of levels would remove the mechanic for the most part. And the ability to balance around it. If you don't want the memory mechanic in the game that is definitely worth arguing, but if it is a good mechanic, then allowing it to be minimized so easily by the player is not good design. By only level 6 in EA I could have gotten I think 3 schools to level 3.

The purpose of the memory mechanic is to make players choose what spells they want to use in a battle, in essence what build they want to go with. It creates a good place of decision making and strategy, and also gives the game some "replayability" so to speak, because you will change how you play throughout the game by switching out spells and trying new things. Personally, I like the mechanic. It does have the drawback of making leveling up and finding new spells a little underwhelming as is, because finding a new spell and replacing a spell that you already liked does not really fell like great "progress". But it is still fun.

It is meant to be limiting, otherwise it has no purpose. That is why it needs some, I would argue, minor tweaking. I also think we are a little biased because we only saw the very early game which of course felt really tight due to so little memory at the start. In my opinion, if at end game I can use 8 to 10 different spells, some with varying memory costs, that seems fine with me. So if by level 6 I have 7 slots (which I did on 2 characters), that is well on its way. I don't want to have 20 spells on my bar, that would definitely defeat the point of memory. I already have 4 different characters for flexibility.