Here's my 2 cents on what I would implement.
Staffs to be 2 handed ranged and melee weapons.
Wands to be 1 handed ranged weapons.
Introduce tomes that give increased elemental resistance/damage soaking/ other buffs as a mage specific off hand item.
Depending on what the staff/wand is made of (young oak, mature oak, ancient oak etc) will change their damage like iron/steel/blue steel does now
Depending on their type normal/robust/gnarled etc it will change their speed/critical % chance like weapon types dagger/short sword/long sword does now.
Some to be imbued to do additional elemental damage.
To increase the damage increase your intelligence stat (like str and agi for the other classes)
Armour can follow closely to the template already in place but introduce mage specific robes/helmets/gloves/leggings/boots similar to the blessed chain/plate for clerics.
A new range of belts that are mage/cleric specific.
As for skills I would do things like
staff expert (think 2 handed expert)
summon creature x (wolf/elemental/drake) like the scrolls
shielding (increase ac and stun/ elemental resistance) or stone skin (soak x amount of damage) or blur (increase ac and reduce damage)
A walls spell that creates a wall around the caster that deals elemental damage or a blast that knocks surrounding attackers back while dealing damage.
ranged elemental area damage (fire/ice/shock ball)
Detection to find hidden stuff
Damage buff to increase damage
For advanced skills
Increase mana per stat point.
Extended summons.
Stack int stat to Armour.
Magic elemental damage that damages all creature types regardless of their elemental type.
Haste to either attack or flee faster.
Permenant elemental resistance.
Convert health to mana
Teleport that allows you to leave, return or appear in a mage tower depending on its level.
Staffs to be 2 handed ranged and melee weapons.
Wands to be 1 handed ranged weapons.
Introduce tomes that give increased elemental resistance/damage soaking/ other buffs as a mage specific off hand item.
Depending on what the staff/wand is made of (young oak, mature oak, ancient oak etc) will change their damage like iron/steel/blue steel does now
Depending on their type normal/robust/gnarled etc it will change their speed/critical % chance like weapon types dagger/short sword/long sword does now.
Some to be imbued to do additional elemental damage.
To increase the damage increase your intelligence stat (like str and agi for the other classes)
Armour can follow closely to the template already in place but introduce mage specific robes/helmets/gloves/leggings/boots similar to the blessed chain/plate for clerics.
A new range of belts that are mage/cleric specific.
As for skills I would do things like
staff expert (think 2 handed expert)
summon creature x (wolf/elemental/drake) like the scrolls
shielding (increase ac and stun/ elemental resistance) or stone skin (soak x amount of damage) or blur (increase ac and reduce damage)
A walls spell that creates a wall around the caster that deals elemental damage or a blast that knocks surrounding attackers back while dealing damage.
ranged elemental area damage (fire/ice/shock ball)
Detection to find hidden stuff
Damage buff to increase damage
For advanced skills
Increase mana per stat point.
Extended summons.
Stack int stat to Armour.
Magic elemental damage that damages all creature types regardless of their elemental type.
Haste to either attack or flee faster.
Permenant elemental resistance.
Convert health to mana
Teleport that allows you to leave, return or appear in a mage tower depending on its level.