Spoiler
I want to start by saying that I really liked the system in Daggerfall where you not only needed to complete quests to move up in a faction, you also needed to express a certain aptitude in the factions main skill group (I think this system was still present in MW, but the skill required was too low for my tastes and was modded higher). Luckily, Skyrim has conveniently given us a set of arbitrary stepping stones with the spell levels. What I see is this: expand the practice sessions for spell casting to include all of the spell schools over several days. Add a repeatable quest to do in between "Good Intentions" and "Revealing the Unseen."
If the player gets a skill to apprentice (shouldn't be too hard, even for non-optimized races) by the time these "learning quests" are done, you are sent to Saarthal with the others. The next quest is also fine at apprentice level, but "Good Intentions" should be held until adept level. A few quests can be added in between, but it might be just as good to have a courier approach you when you hit 50 in a skill telling you to get back to the college if you aren't already there.
Unfortunately, once you get back from the dwemer ruin (Revealing the Unseen), things start to move pretty fast, so it would make sense that you aren't sent out there until expert level. Stopping the story after this quest just doesn't make sense, so the player should be ready to take on the role of arch-mage by this time. Perhaps before getting sent out there, a quest similar to "Aftershock" is set up. This would be repeatable and would send you to a random area to take care of some atronach on the loose or something. The reward wouldn't be gold or items, however. It would be a free training with one person. This way you are guaranteed to work on leveling up your skill to be assigned the task of heading out to Mzulft.
It might be a bit much to require 100 in a skill to become arch-mage, so I'll leave it at starting "Revealing the Unseen" when you are expert. The rest of the quests follow with too much urgency to require any more in between.
If the player gets a skill to apprentice (shouldn't be too hard, even for non-optimized races) by the time these "learning quests" are done, you are sent to Saarthal with the others. The next quest is also fine at apprentice level, but "Good Intentions" should be held until adept level. A few quests can be added in between, but it might be just as good to have a courier approach you when you hit 50 in a skill telling you to get back to the college if you aren't already there.
Unfortunately, once you get back from the dwemer ruin (Revealing the Unseen), things start to move pretty fast, so it would make sense that you aren't sent out there until expert level. Stopping the story after this quest just doesn't make sense, so the player should be ready to take on the role of arch-mage by this time. Perhaps before getting sent out there, a quest similar to "Aftershock" is set up. This would be repeatable and would send you to a random area to take care of some atronach on the loose or something. The reward wouldn't be gold or items, however. It would be a free training with one person. This way you are guaranteed to work on leveling up your skill to be assigned the task of heading out to Mzulft.
It might be a bit much to require 100 in a skill to become arch-mage, so I'll leave it at starting "Revealing the Unseen" when you are expert. The rest of the quests follow with too much urgency to require any more in between.
Just to clarify, I don't mean to require the perk to move on, just the skill that would be needed to get the perk (25 for apprentice, 50 for adept, 75 for expert).
Edit: fixed it so you can actually understand what I'm writing.


. Seeing as this isn't the only quest line with this problem, I see a slew of quest overhauls in the future.