Inclusion of mage paths that seek Archmage abilities, like languages a mage can learn the elements and after so long doing so they can change the elements of spells to others they have learnt fireball becoming an iceball or an acid ball for example.
Through some quest/learning/study the mage learns to harness raw magic and sacrifice a spell to have it cast in its purest form as magic missiles where the spell level of the sacrificed spell dictates the damage per missile and the mages caster level /3 would be projectiles cast so a pure wizard using a 9th level slot would have the potential of 90 damage that is magic only on a single target a cleric could do the same but divine damage rather then magic?
Unique feats that allow increased caster level so multi classing is more viable without becoming useless with the casting of a single mords if you are not a pure or at least incredibly high caster level.
Custom spells that require rp to prepare (clone being a prime example on death the wizard if they achieve making and keeping the clone can set it as the re spawn point) no real change to how re spawning works simply allows them to have a clone in say a room they own and re spawn there instead?
A way to make the specialisation of a wizard far more important and attractive over being a generalist, perhaps the epic spell focus feats for a specialist wizard are granted for free at certain wizard levels in the chosen specialisation or the Arelith custom spells linked to the spell focus feats could be enhanced someway for a specialist in each one, abjuration ward for a specialist might create an area that constantly dispels in the wards space if they specialise, a transmuter might be able to pick a single spot they wish to allow teleportation for them self to that is completely independent of any portals, enchantment specialisation might allow something simple like higher reductions then current for enchanting meaning a specialist wizard is the best choice of an enchanter. All obviously can be tweaked changed entirely but basically just a way to make specialisation in a school worth it
Epic spells on a reasonable CD rather then 1 cast perday perhaps 5 minutes or so but have a reduction to this based n caster levels? (-1 minute per 10 caster levels meaning 30 pure would have 3 minutes between casting epic spells without needing to rest?)
Methods to summons that hold the same stats but are in a way completely unique creatures by appearance this would allow some difference between mages rather then all summoning a dragon or all summoning an elemental this would work for any level of summoning spell really sort of like a totem but only thing changing would be appearance of the summons they can all hold same stats, would simply add some uniqueness to a character
Improving counter spell, so that if such is done with a great success the spell is instead turned back on its caster rather then simply countered. (this would make a pure counter spelling abjurer an incredible asset to any venturing that was done)
Larger familiar pool, perhaps even a way to make a custom familiar that levels up as you do like the crafting menu you spend points on different abilities and your familiar would have them abilities instead of the base ones each has, this would make two Pixis stand out from each other if they where "built" differently rather then everyone having a Pixi to make unlocking achievable you could for example take imp but have all the Pixi skillets so you can maintain your utility and have something different from every other imp
Just a few ideas I have had bouncing around for some time not sure what others opinions on them are would be interested to know