This idea has potential, though I'm not sure of what to use as the big payoff abilities. Primal spells seem a bit odd to me since getting them is a bit of a pain and they already have prohibitive/shared cooldowns.
You're right that BLU would need something beyond the system you described, which is why I'll toss in Spell Combinations. Imagine additional slots in the BLU spellbook that have a link between them like the linked materia slots from FFVII, and setting two abilities in those slots allows them to either combine into a new ability or combo into each other.
What sparked the idea was Ice Spikes + Thousand Needles, either creating a new attack that deals ice damage at the cost of no longer dealing 1000 fixed damage (though it'd scale with stats like normal AoEs) or allow Ice Spikes to be comboed with Thousand Needles (casting Ice Spikes reduces the cast time of the next Thousand Needles by 4s and causes it to deal ice damage). Another example would be Toad Oil comboing with Flying Frenzy to apply an oil debuff on target that increases damage taken from fire-aspected blue magic (Bomb Toss, Flamethrower, Eruption).
While combining spells would be harder than allowing them to combo, it might be possible to combine the OP spells (Lv5 Petrify, Tail Screw) with other spells to make them usable in normal duties while still allowing you to use them in their OP state outside of dungeons and raids.