1) System Design totally redesigned to Modular. It was NOT a choice, it was necessary for the mod to work bug free with the 4 Mods active together at the same time (Supreme Magicka, Less Annoying Magic Experience, Midas Magic Spells of Aurum, plus being able to add any other in the future)
So yes, now it is modular and you have 4 .esp, being Base, Midas, Supreme and Lame (using original mod as master file)
2) Midas spells as you might think made it into the game, and they add lots of variety to the character. now all classes have been redesigned to be even more different from each other, mostly that no one has the same spells (except the multiclass general spells). For example, the healer now gets more than 30 Spells when reaching 50 points at restoration!! + a bonus of 20 Secret spells to unlock together with other skills (for example, speechcraft, heavy armor or other magic schools). Still I need to wait for midas permission to be able to release the mod (you would still need to download midas mod, and no spells modified, but I need permission as the Spells are being distributed differently from the original mod)
3) I am actually redesigning the Initialize system, to auto-detect when the player finishes the tutorial/gets out of the sewers, to auto-enable it self, and pop up the specialization menu if any Magic skill is set as Major Skill
4) The class list has been modified, Some split, some joined together to be more powerful. It is kinda different from the main post tentative list