Good thing no one ever suggested that. I'm not suggesting changing the existing Summon Weapon/Armor spells in any way (though I do think there's a problem with how they grant a skill bonus for the thing you summoned, but that's a completely separate issue). What I'm suggesting is to have additional types of summonable weapons and armor, which take on specific elemental properties, and those draw on different schools of magic.
From the previous thread:
Again, never suggested otherwise. In fact, what I suggested is one way in which they can remain consistent in the lore* while also offering more diverse gameplay options**.
* Isn't it weird how all the master thieves in TES are rogues, who have detailed knowledge of locksmithing and specialize in stealth and security? If sneaking around and opening locks was as simple as waving your arms around for a spell, wouldn't that mean the master thieves should instead be mages? My suggestion of an Open Lock spell drawing on both Alteration and Lockpicking/Security skills resolves these problems, allowing Open Lock spells to exist, but also requiring specific knowledge of locksmithing that is necessary according to lore. The amount of skill you need in Alteration+Security for an Open Lock spell, that is equivalent to lockpicking solely on the Security, is certainly debatable, as I can't really guess what would balance well.
** In Morrowind and Oblivion, if you're skilled in Alteration, you can deal with locks. All you need is the spell for it. This has the unfortunate side-effect of marginalizing the Security skill because Alteration can do the same thing plus more, leaving no practical reason to be specialized in Security (and while you can certainly pick it for flavor reasons, it leaves you at a disadvantage, which again is inconsistent with lore which says you should be better at lockpicking with Security, and just makes no sense thematically). With my system, it diversifies this. You can be skilled in Alteration but be crap at locks. Or you can be good in Alteration and be good at locks. And if you're serious about being a thief, you have equal options of going the pure physical route (Security only), or magic-assisted (Alteration+Security), but in either case you still need to know how locks work to pick them, which is only logical.