I was sitting here thinking about magic in other games and i remembered the very cool graphics from the spellweaving in Age of Conan.
Then it hit me, why isnt there something like this in Elemental??
This game is all about magic, its got magic in its title and magic spread all across the game.
So im gonna try to explain my thoughts and the idea, and if people want to chime in that is great!
If you people think its a good idea, then by contributing to this thread will we maybe make Stardock notice, and well. Maybe it can be implemented in the game.
So the idea:
You are in a tactical battle against an enemy army.
You decide that you need to alter your spell in order to inflict a devastating blow to their ranged units. (Forget that all spells have unlimited range as they do now, with this system things would be more interesting)
Ok, so you have researched the relevant techs for Spellweaving and you hit the Spellweave ability.
This brings up a small dialogue window above your spellbook with a list of spells that can be combined aswell as some small sliders, and in the top is an indication that shows number of turns to cast said spell.
The sliders are Range, Damage and Area of effect. In addition there are two sliders to adjust the area of effect shown by a small drawing that changes when you change the sliders (one for horisontal and one for vertical shape)
You see that your Chain Lightning doesnt have enough range nor a wide enough area of effect to be able to take out the archers so you adjust the area of effect to be big enough to include all the archers aswell as increasing the damage a tad to be able to take them out in one hit!
When you are done adjusting , the window tells you how many turns your character needs to complete casting the spell.
This system is also used to combine different spells into one, to deal more damage, possibly to change the element of the spell into other hybrid elements, but this requires the game to actually use different damage types which i dont think it does at the moment?
So thats my idea. In my head it sounds and looks visually stunning. And it brings more control of the game to the player.
It makes the player determine what kind of magic is going on.
Anyways, this system could be VERY flexible and the basics of it shouldnt take that much effort to code and implement either.
If you start adding damage types, hybrid elements etc then we are talking more work. But take that away and leave the customization bit and well, its just changing some parameters via the GUI.. 
Please, let me know what you think. Discuss!