I thought you were against my suggestion to reduce the memory requirements for higher level spells once you level up in a school but maybe that was somebody else. In that case I'm sorry.
You got the right person, but you got the scenario wrong.
What I want is higher granularity, and a slightly higher capacity.
What you want is to trivialize the requirements for slotting stronger skills into a deck for "specialists", by making all skills eventually cost the same amount of memory.
But maybe you can enlighten me which types of variety beyond the surface should compensate for the lack of options in combat, the unsatisfying level progression and the inflexible, low-point AP system in the campaign...
In order:
-Having less options to exert your power makes you think harder about which ones and how to use. Figuring out how to use a limited arsenal to deal with a situation offers a greater variety of combat scenarios than always having the correct loadout would.
-The sole purpose of progression(in the sense used here) is to gate your access to new areas and abilities. Even if the only thing unlocked is the raw stats necessary to take on a new group of enemies with your existing skillset, that is still an increase in the variety of combat scenarios you get to participate in.
-This is unrelated to the issue of variety.
Gradation of your actions only modifies the rules by which you experience the variety of combat scenarios, and altering it does not necessarily improve of diminish the variety of results.
I just want to have more options in combat.
A choice carries significance inversely proportional to the number of options. Just increasing it for the sake of doing so does not constitute an improvement.
Separately from this, what you suggest sounds like what you actually want is a dozen flavors of fireball(or another spell of your choosing).
What you suggest reads as follows: instead of having a fire spell with a 3 turn cooldown, let's have 3 other spells that set things on fire, give all of them a 12 turn cooldown, and make sure you can only cast one per turn.
That's about as surface level 'variety' as it gets, and all it does is let you blow more spells before all of them are on cooldown, which paradoxically would reduce the variety, because instead of thinking which one to take and when to use it, you'd just always end up using all of them(or all the ones that don't cost source, if you want to nitpick).
Shutting down others by claiming to speak the ultimate truth is imo indeed childish though.
When you're getting called out, the least you could do is to not comment further.
Especially when you lack the understanding of how a fact is different from an opinion.