I've been playing for a while now in the following environment:
Spell Revisions (Revised, AoE deflections component, some edits like removing spell failure from Spellstrike)
Magic Battles Revised (standard Remove Magic, Spell Thrust at level 3)
TnB revised Specialists and rebalanced spell schools (PnP kit restrictions)
Tweaks' extra save penalties at high levels SCS (SR mode, experimental edits like enemy potion pseudo-prebuff)
Since this vaguely resembles an "intended" mod setup I thought I'd share my experiences with how the combination changes how Specialist mages play. My current power rankings go something like:
Diviner (and all Sorcerers)
Generalist and Invoker
Enchanter
Transmuter
Illusionist (multi-class) and Necromancer
Illusionist (single-class) and Conjurer
Abjurer
Rationale:
The obvious candidates for improvement are the Abjurer and Conjurer. The problem with Abjurer is its hyper-focus on mage combat when, even after being improved by this mod combo, spell protections are a fairly simple part of combat that most other Specialists can handle just as well. But I don't know how to fix that without losing its identity.
Maybe Conjurers could get something similar to FnP's Animal Growth to make monster summons more attractive?