@Tonquin:
I see you're not going to budge from your proposal, even though it's a proposal that will widen the already enormous gap between schools and make caster gear even more complicated (and I repeat, currently caster gear complexity is infernal, much higher than that of martial classes).
But since you don't want to change your approach, could you at least merge some schools? Instead of buffing a single school per enchantement in the gear, buff several. The same goes for elements. I repeat, there's no room in caster gear for so much stat division. At least consolidate by grouping several schools or several elements for each enchantment. Please. I'm really asking you to make a fully capped caster equipped with everything a caster needs, and to do so taking into account the grind that many of those options entail (which excludes many players). Please, at least consolidate schools and elements since you don't want to unify them all. Eg, create a enhancement "Power of the mind" that buffs enchant and illusion at once, another that buffs evocation and conjuration, anither transmutation and necromancy, etc. Please. Same for elements, use the already existent (but almots not used) enchantaments such as Frozen Storm, Power of the Firestorm, Power of the Flames of Purity, Power of the Sacred Ground, Power of the Frozen Depths, etc, and extend them to crit damage too.
Generalists haven't received a single design consideration in years. For God's sake, throw them a measly bone. It's not surprising that Wizard is considered one of the worst classes in the game. Because you're constantly designing against generalist archetypes like this one.
I also want to point out that this update won't help those who aren't already reaching DC on elite/r1. It's an accessibility issue for DC in the gear, so adding a few DC points won't help them. I'll list the points again so you can pass them on to the rest of the dev team and see if you can address some of them:
1- Excessive reliance on sentience for DC. A martial with little or no sentience isn't suitable for R10, but it works well on R1 because martials can afford to dedicate all their sentience to DPS. When a caster needs these 16-18 DC points from sentience, they're on their way to being useless on R1 as well.
2- The new sun/moon system makes it mandatory to use raid augment sets, including the +3 artifact DC set, which comes from a rarely played raid, Killing Time. Martials can still use Vecna sets to evade using too many of these augment sets, but for casters, there's no room for older spell DC sets (since we already have two artifact sets for spell crit chance and damage), and anyway, the DC items on older sets aren't competitive with the new content. This is a problem. Because the people saying they can't reach the R1 DC are the ones who can't get raid set augments. Gearing up a caster is very expensive. In fact, I raid a lot, and right now I wouldn't even consider expanding my alt stable with another caster. It's not sustainable in terms of the time required.
3- Channels blocked after more raid items or long grinds on Reaper: Sacred (+2 now, soon +3), exceptional DC (direct or ability-based), Reaper Shards (a +3 DC costing 225 shards!). People having trouble reaching DC on lower difficulties don't have these. And this is a 6 or 8 point difference. That's significant.
4- Insightful and quality spell mastery aren't easy to fit into gear. There aren't many items, and you have to juggle many stats. I predict it will be even worse when you have to find these values per school.
5- And curses are the final straw, further crippling people with low DC. This wouldn't be important if they were an isolated source of hard-to-obtain DC, but in the current landscape, adding even more unattainable DC only further cripples these builds.
If you don't address the issue of so many hard-to-obtain DC channels, these people will continue to face the same problems. They're dreaming that changing the DC system to one not based on d20 would solve their problems, when it won't.
If you don't make most of the DC available to them, they'll always be stuck with inefficient or completely useless results. It's not that the ceiling of numbers they can achieve with their gear is insufficient. The problem is that they can't reach that ceiling because it requires a grind that's beyond the reach of them.