It's not the power thing. For instance, I like to use this example, I liked to use a spell called Northern Winds. It dealt low ice damage for a long period of time, burdened the enemy, and feathered me. So it was like a cold wind started to kick up, but because I'm a nord the cold didn't hurt me but infact made me faster while freezing the enemy and slowing them down.
In SK, I won't be able to do that unless they have premade spells which include two of the three effects in one spell.
Sure you can.
Equip Feather in on hand, Burden in the other. Cast them both, and then switch to a DoT Ice spell.
Or... just cast the DoT Ice spell, which will do essentially what I believe you were trying to do with the Burden spell, which was slow down your opponent, correct? Ice spells now slow down the enemy. So you can dual wield a Feather spell and an Ice spell, and cast them both at once, giving you Feather, while doing Ice damage to your enemy and slowing him down.
I like Spellmaking also. With my Khulain character, I use Spellmaking to create spells that 1.) Summon a powerful spirit to fight by my side, and 2.) Cast a powerful Shield spell over me that will help protect me.
Well, Spellmaking is gone... instead if I want to do that, I just equip a Shield spell and a Summon spell, and cast them.
If I want to adjust the duration and power of a damage spell, well that is done now on the fly.
When it comes to Spellmaking, you're preaching to the choir. I love Spellmaking, and use it quite regularly. I just don't see Spellmaking as a loss when now we get to adjust spell effects, duration, and strength on the fly instead of predetermining it at a merchant or an altar.