OK , Mr. Fish, I have tested this mod pretty extensively, and will refer to http://mw.modhistory.com/download-51-505 in my review for comparison. I neglected to mention that I use this one, too. I'll cover how it affects gameplay, how well it plays with other mods (read: BTB's GI, in particular), any quirks (there is a major one), and how it stacks up overall.-) I'm sure you have been waiting with "baited" breath (BOO!)
Let me first emphasise how much fun it was to test this mod, and most of what you have done, you have done well!-D Given how magicka users as a PC, in general and not just Morry, tend to suffer from "all or nothing" disease, meaning you are either a fantastic spell caster or a total incompetent, you bridge this gap well. I also notice you tend to hate Battlemages (this is not a bad thing either.-) On paper, Battlemages are the most powerful class in the game, and IHMO, the most game breaking; a Battlemage in full plate armour is a walking, talking, warhammer swinging, God's Fire hurling tank that is unstoppable at a very early level.
The first time I beat Vanilla Morrowind was as a Battlemage, and it was *SO* easy, by level 20 or so, I was the very embodiment of Nirn itself. Nothing could touch me since I had full Ebony armour, could cast any huge, multi-school spell with impunity (and no penalty), and just as easily crack open heads with a battle axe. All the Viagra and TADA!-lafil in the world could not have helped Dagoth Ur by the time I got to him, given how tumescent Vanilla Dagoth Ur is.
You have single-handed changed this, and corrects numerous oversights where blame lies: With Todd, and The Boys and Girls of Bethesda.-)
The good points:
Penalising spell casting via heavy armour. This, more than anything else, is actually *the* most effective penalty you conjured up, and like the discrete Fatigue Penalty (we'll get to this in a moment), breathes some serious game parity back into the game. This affect covers Battlemages and Sorcerors in particular, since they have Heavy Armour as a main skill and makes Ebony and Daedric (except Bound) more in "balance". It also works well with a mod where armour type negatively affects speed and agiliity (I use the modular "The Lighting Mod" with Sneaking Code penalties).
Discrete Fatigue Penalty. In the Dynamic Magicka Regen (D.M.R.) mod I linked, fatigue affects rate of magicka regen, as it does yours. What you do is make each spell cast actually *COST* a bit of fatigue, and this hits puny races square in the graqes. You wanted to penalise scumming piddly spells? You succeeded! With the Miscast Mod, and applying the penalties incurred naturally with lowered fatigue, one is much more likely to incur a critical fail from a miscast.-) Also works great with Tejon's Fatigue Effects, where one is required to sleep every day and lowered fatigue causes a player to go blind and drop from exhaustion. Even with BTB's newbie friendly spells, scumming and grinding is much more difficult. Vanilla Morrowind, same behaviour (but lessened some). Yet another strike against the Almighty Battlemage!
Nerfing Multi-School and high cost spells: This also affects Magicka Users, and when used with BTB's Economy Adjuster and Service Requirements settings, makes one reliant on a guild, House, or freelance vendor for purchasing spells (BTB also provides newbie friendly spells via Arrille which are *perfect* for testing this mod). The Spellmaker is effectively gelded, unless you *really* need a specialty spell like your own Ekash's Steroid Pumped Locksplitter from Hades. Where D.M.R. gives back more magicka after a biggie spell cast, yours *doesn't*, especially spells via The Spellmaker. Your mod also affects this behaviour even without BTB's GI. This is a personal preference, as I never really liked The Spellmaker and view it as a holdover from Buggerfall Daggerfall.
Help for the magicka challenged. I selected an Orsimer Battlemage because they traditionally stink at pretty much any type of spellcasting. In-game lore does state that a couple of piddly spells, Paralysation and Restore Health specifically, should be castable by anybody, and you have accomplished this. The Orc-ette B-Mage played well and performed as I expected (read: challenging, but not annoyingly so.) Works great with how BTB engineered levelling nerfing.
Renders Aragon's Spell Cast Reducer unnecessary. Yours is superior.-) 'Nuff said.
Not so good:
The magicka regen algorithm. DMR does a slightly better job of replenishing magicka by proxy of what constants and variables are used in the formulae, and uses game time as opposed to real time. DMR also penalises for using Fortify Magicka and Fortify Intelligence potions (read: if you use these, when the effect wears off, the magicka drops through the floor). Yours doesn't appear to do this, and reverts to the same level of magicka as before quaffing the potion (major quirk). You also appear not to have a magicka cap in your formulae (major quirk), and may do this to account for races with lesser magicka ability. There is the possibility of another mod conflict (I have 210 in my load list, and 16 of them are multiple mods, combined into one, by me), but I don't think so.
The nerfing of race as a magicka modifier. This one is admittedly hard to balance, and for yours to get the desired effect with BTB's GI, it has to load *after* them. If it loads before, then BTB's race plugin takes precedence (I am not sure why this is, since you use global scripts and variables). Since you cap the modifier at 3.0, I would very much suggest, in your next README, that you list *HOW* each race is affected and how much you nerf birthsigns. Birthsigns don't appear to be as adversely affected, however.
The mod is not modular. If there is any way to break up these discrete effects into a modular mod, doing so would be nice! I do understand, the way you scripted this, that it is like a house cards, and most of the features scripting is interdependent.
It *does* conflict with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7523 (whenever I cast a Sanctuary spell, the effect stays after the spell wears off). With http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1579, it doesn't, and plays as expected.
Lastly, your README detailing mod removal and what the mod does is great!!!! A good, clean README is like putting on a brand new pair of pants right out of the package, and gives one that....fresh feeling,-) *giggle* For a moment there, I was worried that you wrote the code for those toolbars that install with "At-no-cost-to-you!" software, where removal of said toolbar requires either a hammer, low level formatting, or a nuclear tipped device.-)
Overall, does the mod do Exactly What It Says on the Tin? Yes, and then some.
Does it improve mage and magic using gameplay? I think so.
Will I be using the mod in near future? Yes, I want to test this with other Mage Mods and, so far, has made the game fun!
Well done, Mr. Silly Ichthyosapien!-D