Create new quarterstaffs with potency, spell lore, and add stacking spell focus. The spellpower and crit values received from potency and spell lore are fine at a considerably lower amount than the values given by items that focus on specific damage types, even at 50% lower.
No, they are not "fine" at all. At 50% you are at an overwhelming numerical disadvantage compared to a specialist. You are doing
half the damage of a specialist. Even less, because in this game it is the synergies that really determine the power, and the total value ends up being less than 50%.
The equipment needs to give an equal, if not at least approximate, value on a variety of spellpowers for a wizard. If the devs want the greatest number of spells to be the wizard's advantage over specialists with bypass, they have to make those spells viable, not limit the wizard to one or two elements as if it were a specialist, or we always end up running into the problem of immunities and exaggerated resistances.
Specialists already have many other advantages, not the least of which are that EDs and feats are all designed for specialists, or that they also need DC for fewer schools. Not to mention that the specialists' enhancements already give them more dps than the wizard (but I agree with this).
Currently there are Potency and Insightful items in the named gear, with Potency being quite represented. Spell lore is a practically forgotten stat. For wizard there are
three items with spell lore 12%: the eclipse itself staff which is ok but closes you the opportunity to use dino weapons, the Epic Noxious Embers necklace which is level 26 and leaves a lot to be desired as an end game item and Legendary Ornamented Dagger which It is a very bad weapon. So I always end up using Legendary spinneret, which only gives 11% and is pathetic when we are talking about a specialist currently slotting 23% lore.
The values of Potency and spell lore items are NOT adequate at all if we want a generalist to be able to do decent damage. They are ok for a specialist who fills in a secondary element, but if we are going to always relegate the wizard to that role, forget them, and make them a sorc, alc or druid with bypass.
The fundamental playstyle of an Elementalist/Evocation Archmage is to have a wide array of damage types on hand and be aware of what your enemies are weak to. Your base damage may not be as high as a savant's, but you can always take advantage of any enemy that receives double damage whether it's fire, cold, acid, or electric. You're consistently good in all environments instead of exceptional in many.
It's no use having a "wide array" of spells if you end up doing pathetic damage with them. The savant will always do more damage than the wizard, but one thing is to do more damage and another thing is to do waaaaaaaaaaaaaaaaaaaaaaay more damage. We are talking about generalist items doing %50 less damage. By God, we are not talking about a trifle. We're talking about HALF the damage.
The solution is either to change the design of the gear and allow more spellpowers/lores to be slotted than currently possible, or to do something with the potency/spell lore items, or to add a tiefling-style enhancement that I mentioned before. Potency and spell lore currently DO NOT help the wizard.
Vulnerabilities are very rare. There are many more resistances and immunities (which are everywhere, in all the quests, and more in epics), than enemies with vulnerabilities, which are only in some quests, and are a minimal fraction of the enemies in those quests.
If the devs designed the quests to have an equal number of enemies with vulnerabilities as well as resistances and immunities, you would have a case. But it is not like that. A vulnerability is rare like a phoenix xD.