So like fire it is then? Ice won't be that big of a deal with the whole paralyze thing since I can already paralyze peeps you know?
I would strongly recommend you not pick any of them, on paper, the disintegrate one is the strongest of the three because figuratively it means all enemies have 10% less life if you use a shock spell; but if it causes issues I agree it is not worth it.
I use Intense Flames, the fire one that makes enemies flee, and 99% of the time it never activates, and when it does it does nothing of value. With humanoid enemies they are already crouching on the floor in the near death animation at that point, so the flee doesn't kick in and the only one of the few times it has ever kicked in on monstrous enemies I distinctly remember was on a troll who ran away super fast so I couldn't even get to it to finish it off. It was incredibly annoying and I ended up pulling three more trolls because of it, this was in Labyrinthian.
I've never used the frost one, but I heard it is equally useless because again, humanoid enemies will likely already be in the crouched animation by the time they reach as low as 10%, which means they are close to effectively paralyzed anyway.
The only perks that are worth putting points into in the Destruction tree in general in my opinion are Augmented Flames (2/2), Augmented Frost (2/2), Augmented Shock (2/2), Destruction Dual Casting and Impact in any combination, you will also obviously need Novice Destruction just to qualify. Every other perk is a waste in my opinion unless you never use Enchanting and never use enchanted quipment (including stock pre-enchanted) for RP reasons.