Those are all very good suggestions, especially for someone new to the game and the setting - who likes the exploration mode.
I dont think that having a better (story wise) starting or default build for your main character would be any problem or "discourage" anyone from changing it into whatever they prefer.
Thinking such a minimal detail would actually "discourage" anyone is pretty hilarious. It invokes the image of newbies paralyzed in terror because of one simple tag, which is a bit insulting. Not to mention it implies we know what those potential players will or may think.
Im also for removal of the obligatory ranged surface effects and reduction of size of surface effects.
I already suggested that such skills or spell effects should be smaller at lower levels and increased later, with either investing more skill points into related skills - or through new "more powerful - stronger" spell books. Drizzle - rain - squall - storm - maelstrom, for example.
I would prefer the latter option because then it would be a choice each player can make depending on his or her preferences. and it would give player the choice between getting more powerful versions of spells they like or getting new spells.
I also want a spell to cast a small cloud over myself (or anyone else) that would follow me for a time, spewing small lightning above me. Which would also zap me (or anyone else) from time to time.
It would be funny.
Similarly, investment in skills should increase elemental resistances and magic or physical armor, instead all of that being dependent on gear alone. (Strength and Constitution could also give smaller boosts to physical armor base value or something)
Gear can still play a role in that, but it needs to be nerfed appropriately.
Investment in a specific skill should also increase skill slots, instead of the Memory, which can still serve as a maximum skill slot limiter, like Con limits maximum APs.
Intelligence should additionally slowly reduce penalties for using higher level items or spells.
Therefore intelligent builds would be able to learn skills and spells more quickly and you can combine that with any build in a meaningful and easily understandable way.
I think that various poison effects should be moved into Witchcraft and or Rogue skills.
Would also like to see more "rocky" spells and effects.
And more Ice spells and effects for hydrosophist.