I think memory could be handled a bit better.
Currently it's much more efficient to find a weapon or item that grants you a skill; it doesn't take up a memory slot, require you to learn the skill, or require you to meet the requirements to use the skill (IE needing Aerotheurge 1 to learn Teleportation from those gloves).
Additionally, this is even more impactful for items that give you access to Source skills. You're effectively gaining three memory slots (+6 Memory/3 levels worth with no primary stat sacrifice), and whatever proficiency in the school is necessary when this occurs. I don't mind finding powerful items, but I would prefer points invested in a character to be more impactful than having to rely on the loot I may or may not find.
My thoughts on the high cost of source skills:
I think the high cost of source skills is unnecessary and ultimately limiting to a character's build options. Out of the source abilities I have found currently, the one powerful, situational skill is not worth sacrificing three other "normal" skills. There is no reason for a source skill to have this additional power gating of 3 memory points when the use of the skill is already gated by the requirement of source points and singular, long cooldown. However, I do think it is important for the slotting of source skills to feel like more of an investment than it is to slot normal skills.
There is another concern I have seen brought up on these forums about how investing points within school specializations feels inconsequential due to how bonuses received are individually small (+1-2%, etc) but cumulatively impactful. What if source abilities cost the same to slot in as other skills did, but were limited based upon your mastery of their respective schools?
For example, to learn and use the Warfare source skill "Overpower", your character would have to have a minimum of 5 points invested in the Warfare ability. Perhaps at 8, you could now learn and slot two Warfare source skills into your spell deck, etc. These are all arbitrary thresholds, the specific numbers themselves would have to be determined by balancing of course.
This would be similar to how D:OS1 had Adept and Master skills locked from use until you reached a higher mastery in the respective school.
It would help foster a sense of progression when choosing to specialize in a specific school by granting access to powerful, identity defining abilities without needing to sacrifice versatility. It would also lessen reliance on specific ability granting items that currently outweigh the investment of character specialization. Memory points would also become more individually worthwhile, as you would no longer need to invest 6 points (or more) to be able to slot higher level skills.