Wow, I had not seen this mod before. This is a must-have! Excellent ideas, and it really seems very balanced. You fixed many things that irked me when I played as a mage.
Do you have any plans concerning the availability of spells? Because it annoys me very much that I can't see certain spell tomes until I'm at a higher level. The usage of magic shouldn't be balanced out by hiding good spells, but by making them difficult to cast - which they are, so I don't see the point why I can't, for example, buy a Telekinesis spell right from the start.
Also, one school you haven't adressed yet is Illusion, it seems. In my opinion, this is the one school that could
really benefit from scaled spells, since their effects are based on the level of your enemies - which is scaled, so once you're so powerful that you
can use the better spells, you
have to use them as well.
Another important issue is that up to skill level 90, almost all illusion spells only work on half the enemy types that one encounters in the game. An illusionist in a Dwemer ruin or a Nordic Barrow is
helpless. If you could find some solution for this, I would be grateful.
And then there's the fact that you have to be an Expert Illusionist in order to cast Invisibility. This basically means that one of the most awesome spells of Illusion is hidden throughout the entire game and you find yourself thinking "this school is boring". Perhaps you could add lesser versions of that spell which can be bought earlier in the game? A spell that only gives you 50% invisibility instead of 100% comes to mind (so basically a weak Chameleon spell), if that's possible, or one that lasts only 5 seconds. Another option would be a spell that has to be maintained, which would make it useless in many situations since you don't have "Quiet Casting" at lower levels.
Don't know if I'm asking too much here. I find everything related to magic effects in the CK is horribly complicated.