I was looking at the spell comparison chart today and noticed that it doesn't really make any sense to use Devil's Spit over Flaming meteor or Hail of Death over flaming meteor. For some reason these cheap spells that do less damage and can be blocked are slower than flaming meteor, which can't be blocked if you aim it around them instead of on them. I'd recommend the next patch encourage strategy by spell velocity, encouraging cheaper fast traveling spells that can be blocked vs splash or unblockable spells being completely better in every way than the original spells we start with in the game like Electric Fist or Devil's Spit, which are cool spells still to use every now and then. But if you are playing against bad-ass players in the 2200 rating, they are all using Flaming Meteor and none are using Devil's Spit...probably because it travels faster, does more damage, and can't be blocked if you aim it around the person since no one is using Heavenly Dome since it is cheaper to Chaos Leap or block with the base shield.
I also don't really understand why Flaming Phoenix costs so much mana when it can be blocked and travels so slow. I don't understand why Heavenly Dome costs so much mana when it doesn't reflect spells back. Since Chaos Leap was corrected to costing the same as the base teleport spell (and it does the same thing but less precision on where you want to go without having to aim--pro and con), why not do the same for the shield spells? Maybe someone can explain some strategy I'm missing, but I think the game would be better if multiple spell combinations were viable rather than feeling compelled to use Flaming Meteor to be competitive.