I don't actually have a lot to say here. Most of what I want to say here really is going to more tie into thoughts on conversion and resources. All of the races have a flavor. All of them maintain them. Not really concerned about balance, because there specific balance is mostly just a number to be tweaked and it isn't necessarily THERE numbers that need to be tweaked.
Wonafyt - I never use it. Never did in alpha, never did now. Rock Garden is pretty much the only dungeon where I don't feel pained to kill equal level or lower mobs until late game. I LOVE finding it though, because it one of the few spells after recent balances that I can safely convert now without caring about what I will find later.
Weytwut - Damn this spell. I pretty much HAVE to keep it around until most dungeons are fully explored. It is so versatile with a bunch of uses. This isn't a bad thing. The tweaks over time to it have made it nice to see for most classes and most runs. Even if I use it once and convert it.
Lemesee - On the fence perpetually with it. Use it too early and it hurts you, save it for too late and it hurts you(both in conversion value and actual value). The spell is far more advanced in it's use than it appears. Not necessarily a bad thing. Opportunity cost of resources from it is one of the most complex(in my mind) in the game.
Getindare - Can't say I always love to see it(there is sometimes something I want to see more but ain't that always the truth?) but it is generally an easy spell to decide if you want it or not. If I don't? WOO conversion, if I do? Leave it there until I need it and then WOO conversion. Beginner spells are good.
Bysepps - With recent change I like seeing it. For a lot of the same reasons as getindare. The Resistance dropping is nice though usually feels tertiary. By the time I want to use it on a relevant monster I am calculating whether available resources are better spent fireballing, and they usually are. This isn't necessarily this spells fault.
Endiswall - Like weytwut I tend to keep this around to figure out if I need it. Some dungeons I know I do(shifting sands, labyrinth) and others I keep hoping I will see the tinker. Which I think I have found him several timese when I converted it. FML. I HAVE used it's physical resistance and NEVER regretted it. A great spell with good low and high skill level usage. Feels expensive and mostly got the most use out of it when I had poison.
Imawall - Don't use it. I probably SHOULD use it. But I don't. This again might be mental capacity for strategies. But that is ok because my brain likes things I can convert on sight. More on conversion later.
Pisorf - I will be honest, I might just be too thick to like this spell. Every time I try and get it to work and line things up I end up wasting too many resources hating myself converting it realizing I wasted resources and retiring. I have made limited use of it in restrictive dungeons as a cheap endiswall but that is it. As one of two attack spells I have always felt it was just not fun.
Burndayraz - The old standby. In Alpha it was pretty much necessary to accomplish any amount of high level kills. There were advanced strats written about it. A lot has changed since alpha. Both in monsters health and our damage. The spell feels weak to me most of the time, and whenever I do number crunching of all of the AMAZING things I can do, I generally feel unimpressed by it. This may be why most spell casters turn in to spell swords. The absolute best case scenario(outside of fire heart becuse that is another thing on top of this and it seems to be only piece that really makes it useful) seems to be a wizard, with mana leak, crystal orb, 3x weakening and flames and 21 or so mana(more is possible but lets be real). This does 350 damage at level 10. To accomplish this, -50% physical damage, converted 490 points as an elf and/or increased physical resistance a bunch(and got a truck ton of piety to do it). That feels severely underwhelming. With fire heart and no mana regen so just a blast at a clip and you did 395 damage. Oh sure after that point you will start putting in a world of hurt but at the cost of SOO much resources. *I* think this spell is a problem for casters.
Halpmeh - Healing spells. Under or overpowered and rarely just right. The problem with low number games is finding the "just right" is a nightmare. Tweaking this in any direction from it's base numbers could make it go too far either way from where it is. Not positive it needs to be fixed in my mind though so much as Fireball needs to be improved.
Cydstepp - TO THE GROUND! Many a degenerative strat has made this into a binary of "are you a warlord?" "no?" Convert. See my point above about warlord feeling like it should just be a unique design not something balanced around cydstep, would make all things happier. I honestly didn't use it a lot before the nerf mostly because I didn't really play a rogue. So I really don't use it at all now. It's expensive and a resource hog compared to other options usually.
Poison - A solid meh. Powerful but the people who want it will usually yoink it from tikki tooki and move on. I am not sure how to feel better about it. Again I feel resources are always spent better in another way. Recent tikki tooki nerf may alter that. Also despite previous statement this could also be related to halpmeh strength though honestly not positive.
Bludtopowa - Good for combo's and meh for a lot of other strats. Number scaling for a lot of abilities make this ability a wash often without combo's. Unless you PLAN for that combo AND find this ability often hard to use. This seems leads to the oft maligned "scumming." Still when and doubt CONVERSION!!!