I apologize for the lack of recent updates; I spent a week in San Francisco for the Game Developers' Conference (which was awesome!) and came back home with the dreaded convention plague (which is definitely NOT awesome). Anyhow...
I've been following up on feedback from the latest beta, fixing bugs, tweaking values, and trying to figure out what people like and don't like about the newest changes. The next update should have those fixes and caps for all the fortify enchants (no more -100% casting cost). I still haven't gotten to illusion or conjuration, but I'm considering releasing 2.0 once I squish these bugs and leaving those 2 schools for versions 2.1 and 2.2. There are some significant changes between 1.3 and 2.0 and I'd like to get more people using the new version sooner.

Regarding spell reflection - I'm not sure if I can implement a volley as described, but that would look pretty cool. I'll see what I can figure out.
NPCs... are interesting. So, some of them have perks and get access to the same scaled up spells that the player does, while others just use the base version of the spell (unperked). In version 1.x, many of the high end spells were nerfed so all spells would scale up together, which caused the high level NPCs without perks to be weaker than they should've been (while those with the perks were definitely stronger than their vanilla counterparts). This was mostly because that version was built by editing hex values, and I couldn't see how NPCs were affected. I changed the way that spells scale in version 2.0, so that none of the spells are nerfed; NPCs without perks will be equivalent to vanilla, while NPCs with perks will be stronger. Ideally, I would love to go through the NPCs and ensure that all magic users have at least a few perks - but that's a very time consuming process and will probably have to wait for a later build. (Perks are listed in the lower half of the panel under the "spell list" tab for NPCs)
Let's see... uncapper. I haven't tested for uncapped skills, but since my calculations are multipliers based on skill level, it seems odd that they would suddenly stop working just because the skill level increases past 100? Hmmm...