They could have removed spell-making if they implemented spell
casting like they lead us to believe it would be like before release. We were expecting:
1. For all spells to scale and level with us, retaining their usefulness.
2. Flexibility with the use of individual spells, such as the ability to actually charge them for greater effect.
3. Combining spells (Yeah, they shot this one down early), but the ability to "tweak" (or merge) spells based on (limited) combinations could have been infinitely more useful:
For example, destruction:
Cross-element spells could be defined as long as they correspond to each other -
Sparks+Frostbite = Blue Beam of energy that deals equal damage to health, stamina, and magicka.
Flames+Frostbite = Frostburn (A smokey/steaming cloud of frost) - Lingering damage to health and Stamina.
Sparks+Flames = Plasma beam that does Lingering damage to Health and Magicka
etc...
Cross-tier spells could combine as long as they are of the same element
Fireball+Fireball - Charging increases both Blast Radius and Impact Damage
Firebolt+Fireball - Base Blast radius, charging increases Impact Damage more efficiently than Fireballx2
Flames+Fireball - Base Damage, charging increases AoE.
Flames+Firebolt - Increases burn duration of Firebolt.
Chain Lightning + Chain Lighting - Charging increases damage and total arc distance.
Chain Lightning + Lightning Bolt - Base arc distance, charging increases damage.
Chain Lightning + Sparks - Base Damage, charging increases Arc length
Sparks + Lightning Bolt - Charging increases mana burn.
etc..
Not sure what the other schools could do, but they do seem acceptable compared to Destruction. Restoration seems it could have a few similar combinations to Destruction.