I'm actually with Rwolf. When setting spells to solo the Rem's tales battlefields, I noticed a trend: I didn't have anything that didn't suck that was strong to the monster family in question. Wildskeepers are the same, as is pretty much any "you need to take this seriously" content. My options are set a bunch of traits that will either have minimal impact or set useful spells that won't be receiving any kind of monster correlation bonus OR elemental weakness. If BLU is to be taken seriously in end-game, then this doesn't fix the problem. Fixing the problem would be having at least 1 spell of every family that's physical that doesn't suck and a couple magical of most-common elements that don't suck.
Brothers D'Aurphe is a great example. There are no light-based Arcana spells, and the only fire is Self-Destruct. Our only real contender for physical is Smite of Rage or Bludgeon; which suck.
Not to mention by the time I've killed just 1 shadow, even with auto-refresh, 3 refresh in gear, and battery charge I'll probably be bone-dry AND waiting on recasts. That's broken. Let's also not forget that all the adoulin spells that were recently added have no WSC. ... Still. If you're going to add new spells I'm all for useful ones, or more enhancing/healing ones, considering we still don't have pixie, mantid, heartwing, leafkin, sandworm, and a great deal of other families. But make sure they're complete spells, not sort-of spells. I don't want to sort-of carry around 8+ sets of gear for stats and HP+ and sort-of deal damage that a WAR not trying very hard could achieve while stoned. That's sort-of unfair.