After playing with the mod enabled for about 20 hours, I can definitely say you've balanced it quite well. Nothing feels overpowering, though some spells are a bit unneeded at the time point where you get them. Midas Plasma Bolt and Plasma Bolt 2 are the first that come to mind, since they do less damage (it seems) than other Destruction spells you get at the same level. Perhaps move them to skill level 25 for Plasma Bolt and 30/35 for Plasma Bolt 2?
I also feel the Druid subclass is a bit weak. I never found myself really needing to summon a wolf or a mudcrab

. Are there other available spells you can give the player at around the same level? Perhaps 'Summon Timber Wolf?'
Lastly, do skills need to be a major for them to take effect once you get them to the appropriate level? I'm assuming they don't since I got a few spells when I leveled up Speechcraft, which isn't a major, but just wanted to double check.
All in all, excellent mod, and I really can't imagine playing without it now. I can't wait for the new spell packs!
Thank you very much for the review, im doing the best with my time

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New version released, including Journeyman spells. Im going to stay in here and improve the current system and the spell lists before moving onto master spells.
[NEW]
-Added Journeyman level support and Journeyman level multiclassing (read multiclassing section)
-Designed a dynamic system that restarts the spell list after updating AOMS versions. (pros: clean spell lists by removing and fixing spells from one version to another. permitting me to update oftenly without ruining the game. cons: 'Spell tomes' spells will be lost. Spells added by other Mods will be lost too)
[CHANGED]
-Redesigned the psychic, now it is called Illusionists, and includes spells which alter the perception, apart from having the classic dominate and command spells
-Added 11 spells, which were missing in previous versions.
[FIXED]
-Small bugs and typos in the scripts
-Overall script cleaning