Soooooo....I genuinely missed a lot of what has been said, but, a vague thought came to mind and I figured this would be the place for it.
at least 4 types of magic (rate of occurrence in world gen):
Cultural/Communal (Common): which is pretty simplistic styles of magic, utilising a lot of herbology(virtually all low level potions would be in this vein if those are implemented), mysticism(spells, but would be tied to bloodlines, so you would only have indirect sources to that aspect unless you chose that as one of your starting packages or potentially did some sort of blood ritual), would probably be very similar to Hermetic magic, and probably almost exactly the same. tends to be kept within families and communities, some is "common" and seen to be similar across continents as it will often be attributed to bloodlines and therefore picked up primarily by accident. Will be simple, not very powerful, probably only slightly stronger than most items and skills you can use already, often because it will be cheaper resource-wise, not necessarily in potency.
Religious (Uncommon): this would basically be priestly powers, holy/demonic knight, i'm thinking good or evil (or possibly even neutral). I dont want this to be too gamey, so I don't think it would be a "this is only good against the opposing alignments gods, but I'm sure some gods can really not like each other and so some of it can play out like that. I'm thinking it would run on a sort of piety system, gods tend to like x things, but not y things, only because I'm not quite sure how else it would look. I think this shouldn't be a sudden "you worship this god, now prove yourself" sort of thing, but a "something happens because a god has taken interest in you" and then possibly over time you find out who that is, and whether they are worth fighting for/worshiping in a way that gets them more interested and probably giving you more power.
Sorcery (Rare): The easiest example is our current Necromancer system, needs books/literacy, strictly found or apprenticeships. Arguably the only thing that requires reading and extremely high intellect to do, but requires little else. as such since you will be spending so much on relatively useless skills, I'm thinking if implemented soon, it would be have the highest cost/benefit ratio of the magics, but perhaps it will require excessive use to not forget or something like that, so it will be hard to become a superhero who can swim 1000000 leagues without drowning and can move mountains and can't be touched, and slaughter millions with a swing of your sword, and also have amazing spells.
Artefacts/Gems(Varying Rarity): These I figure could be collected by communities, perhaps even having a town have a magic sword used in the defense of the town on display in the hands of a statue of the towns hero which if you defend the town from a mighty for they could gift you, or you could theoretically steal it. Possibly given by your god who leads you to a special locale where it is hidden, or enchanted by yourself using sorcery or by your teacher/mentor. obviously some have not been found and wont be delivered by your god, so they can be found by accident, protected by giant beasts (standard game loot system), etc.
that's my 2 cents, probably already discussed at length before, but I didn't feel like reading the towers of text, perhaps now I'll go back and read through a bit more.