So I am finally getting to really reading the magic rules. Some ideas I've had (well 2, but I'm sure I have more).
The first idea is only 1 magic skill, but another limitation on availability of spells. My wife wants me to run a game that feels like old console JRPGs, so with that - I am going to have 1 magic skill, but Materia for spells (think Final Fantasy 7) - and more limited. There will be a firebolt materia that can let you do flame blasts (by SFX) then add burn and burst and such. So the balance is not in what spells are attached to what skills, but by what materia the character has. Working name for the campaign "Final Tales of Questing"
The second - I was reading the conjure rules to the wife, and talked about summoning a silhouette 3 ally, I said T-Rex, the wife said "Sue!" (Dresden files). Necromancy (in that book) had to have a drummer (to simulate the heartbeat, to control the undead - could be a tapping a book, real drums etc). Harry cast the spell but a friend has a drum he hits to keep time to be his drum, so harry could just save the day. So that brought up how to model that in Genesys. First though - an ally can chose to use their action to cover for the maneuver portion of keeping a spell going for conentration, so the mage can continue with full actions.This also lead to the idea of a big bad that has multiple apprentices who are keeping the concentration for multiple spells, and the PCs would need to take them out to drop the spells to make going after the head wizard within their reach.