I'll get to the OOC stuff (honest!), but for now, here's a little ramble on the possible starting magic system (which reveals just under half of it):
The tentative starting magic system, for those interested, is as follows:
Alchemy: Alchemy as it would have been had chemistry been a mundane misinterpretation of things (elixirs, philosopher's stones, turning gold into less gold, explosions)
Antimancy (exotic): Magic that is against magic and excludes all other paths, deals with the paradoxical as well
Biomancy: Modifying life itself for great good or for great ill(ness)
Celestial: Stars, planets, luck, werewolf cures, and little things like that probably
Dimensional: Playing with space because what could possibly g
Ecomancy: Manipulating nature, terraforming
Enchanting: Imbuing stuff with magic
Geomancy: Probably offensive use of rocks and some measure of ambient magic stuff
Illusion: Changing others' perceptions of things
Lawmancy: Making a silly person running an overly ambitious game paranoid, creating bound contracts
Metamagic (exotic): Manipulating magic itself, understanding its foundations
Musical: Various speech/communication-related abilities (compelling speeches, hideous laughter, useful evil laughter, &c.)
Necromancy: Raising the dead
Plasmurgy (exotic): Meddling with godly creation abilities (forbidden to mortals to study? You decide!)
Pyromancy: Fire and lightning production
Somamancy: Bodily enhancements
Storymancy: Tinkering with the plot with the hope of shifting it favorably
Telekinetics: Moving things with minds and its implications
Telepathy: Messing with minds directly (but still does not affect belief)
Tempomancy: Time stuff, tick stuff, advancement, and more
Thaumaturgy: Miracle working, mostly aligned with gods and approximating other paths through gods' spheres and affinities
Incorporating magic: Save exotic magic paths, there is no cost for up to two affinities on creations.
Affinities: Provide access to a path at a novice level for the recipient
Source of magic: Varies by path, but typically from ambient magic or artifacts (souls only conducts the magic, burnouts are analogous to electrical fuses breaking in high current)
Uses of magic: Unlike in YG0, magic cannot be used to escape having to pay Essence (or whatever replaces it). Here, magic is largely (but not completely) relegated to use by mortals attempting to copy a tiny fraction of what gods can do. However, minor actions now start at a base cost of 0 for the fairly uninfluential things (e.g. miraculous food for some random starving petitioner's family, knocking a random expensive vase over, teleporting a peasant child to a local ball by veggie carriage, &c.).
Skill in magic: At the very least, there should be novice, intermediate, advanced, and master mages, and skill will restrict access to more powerful stuff. A novice geomancer should not, for example, be able to induce massive earthquakes randomly.