Yes, you got those right.
Ice represents stasis and nostalgia, the reactionary view that things should not progress but should return to "the good old days." Note that its idea of how things used to be is often flawed.
Metamagic is about knowledge, especially obscure secrets about the past.
Fire is passion. It can be love, or it can be hate. It is extremely emotional and acts on emotions instantly, without really thinking. It is manifest in the passionate chaos of a mob burning a suspect witch at the stake.
Water is serenity, complacency, contemplation, reflection, and familiar rather than passionate love. It is very intelligent, thoughtful, and gentle. It is just as emotional as fire, but in a pensive way. Emotions are pondered endlessly without leading to action. Water goes with the flow, and still waters run deep.
(Danalin chose to fall asleep when the Aifons, whom he dearly loved, disappeared. Hastur, Lord of Nightmares, the Archangel of Mammon, sneaked into his vault and is whispering into his ears, disorting his dreams into terrible nightmares. This means that the water sphere has been somewhat corrupted, and is not rather insane rather than placid. Falamar seems to still represent the original personality of Danalin, but Hannah the Irin is aligned with the Overlords and their insanity.)
Earth is about responsibility, tradition, honing one's skills, hard work, and the reaping said work. It values tradition, and is very resistant to change, but it accepts gradual progress once it it shown to be an improvement.
Air is about irresponsibility, rebellion against authority or tradition, and fun. It is chaotic, but there is no malice in this chaos. It does things just because they seem cool. It hates working and loves reaping the benefits of other peoples work. It doesn't want to hurt anyone and it regrets it when it does, but it doesn't think ahead so this regret doesn't lead to learning anything.
Death is surrender or retirement. It is about enjoying a well earned rest while others continue the fight of life without you. It is inactive, dour, and stubborn, but generally gentle and not malicious.
In keeping with the theme of the sphere, Arawn does not want to get involved in Creation and he doesn't like his servants to either. Not wanting to do his duty has allowed men to corrupt the use of his sphere. No death magic in keeping with the sphere's real meaning exists, only Necromancy, which is really UNdeath magic which denies corpses the rest they deserve. Arawn hates Necromancy (not enough to really do anything about it, of course), as do those who revere Arawn (who are mostly Sidar). The Sidar may practice a ritual giving them unnaturally long life, but it does make them listless and causes them to loose the desire to fight on, very much in keeping with death. They would probably be horrified to learn that they ritual gives their souls to Laroth, who is using them to help his war to overthrow and usurp the precept of the god they love.
Chaos was originally about a peaceful anarchy, where people let each other be without forcing their will on anyone. Since Camulos fell, it lost the peaceful aspect, and is now the more realistic anarchy of everyone always fighting to oppress everyone else. It is a malicious chaos, embodied by psychopaths burning a house full of innocent children down to to see it burn. It doesn't need a reason to cause pain, and doesn't mind suffering itself it it can make others suffer.
Entropy is Despair, the fallen form of Hope. Agares hoped for freedom and power he could never attain, and realizing this all his dreams fell apart. The sphere is for hoping beyond hope for that which cannot be, and falling into a depression because of that. Also, misery loves company.
Shadow is deceit, the taking advantage of the Trust it used to represent. It is about lies and imitating the truth in such ways as to make people think that the truth is as false and empty as the lie.
Law is about justice, order, and oaths. It is absolute, completely unyielding. It sees mercy as a sin, and punishment as necessary for any crime. It does not care for individuals, but for society as a whole. The needs of the few are to be sacrificed for the needs of the many.
Mind is about greed and scheming. It used to be about foresight, and complimented metamagic's knowledge of the past with knowledge of the future. When Mammon fell, it changed from trying to understand the future to trying to control it. It is not satisfied with what it already has or what it deserves, but seeks to own and control everything. It doesn't want to hurt anyone per se, but it is quite willing to do so in order to help itself, and would never consider helping others for free.
Body represents strength and physical desires. It used to be about protecting the week, but since its fall is prefers to demonstrate its superiority. It is proud, lustful, sophisticated, and misanthropic. It wants to hurt others, but tries to be careful to keep itself safe in the process. It is the sphere of premeditated murder. It represents most of the evil that stems from man's natural desires. It is what the bible talks about when it speaks of the flesh or the world.
Dimensional mana is about the connections between people and things, and about relational or positional worth. It used to be about tying people together in the bonds of family and friendship, but now seeks to tare the bonds apart. It cannot recognize intrinsic worth. The dimensional sphere is very obsessive. It cannot love people for who they are, only what they are. It dehumanizes people and makes us little more than property. Attachment to one goal tends to blind us to all else, and turn us into monsters. It is a self-loathing sphere, which makes everything seem empty.
Nature is about growth, maturation, evolution, and progress. It is represented by a child growing to adulthood, but not by the child's birth itself. It is always changing, but usually so slowly that no one recognizes that it happened until later. It is not passionate change like Fire, but inevitable, natural change, driven by a myriad of different minor events.
Spirit is about mercy, forgiveness, and the sort of wisdom described in the gospels as appearing like foolishness to the world. It doesn't wait for others to seek forgiveness, but grants it so that they may. It represents love, joy, peace, patience, kindness, goodness, faithfulness, gentleness, and self-control (the fruit of the spirit).
Life is a struggle. It is fighting on, regardless the odds and despite past losses. It is about healing, restoration, resurrection, and perseverance. It also seems to represent sacrificing oneself for the greater good.
(Nemed, the original god of life, gave up this precept to become the father of humanity. While still a god, his precept drove him to ask that mankind be made immortal. He likely regrets that now, after being tortured for ages by his first wife in a vain attempt for her to find a way to end her life. Arawn, who took up Nemed's precept when he became a man, then gave it up to Sucellus when Sucellus wanted the power to fight on and be resurrected once his body was reassembled after his killer Mulcarn was killed.
Basium's unending quest to fight demons is just as much in keeping with the sphere as Sucellus desire to return, but they don't get along. Arawn's archangel of Life had been begging his god to give him the precept to help him fight evil, and instead he gave it to the pathetic god of daffodils whose only military accomplishment was failing where a mortal puppet later succeeded. Basium should rightfully be serving the god of his precept, but he hates Sucellus with a passion.)
Creation is about birth, fertility, creativity, and genius. Amathon is the greatest genius ever, using an ancient meaning of the word as a spirit embodying a mans reproductive power both in the literal and figurative senses. The power of creation really pushes the boundaries of what is possible, and as such is the most powerful--when it works. Its goals are so grand that they usually fall apart before they seriously get started. The sphere is the creative chaos from which great works emerge. Its products usually still need refining from the nature sphere, just as a new born infant needs time to grow up before becoming a man.
Sun is about truth, revelation, epiphanies, openness, honesty, and mediation. It seeks to show us our failings so that we might correct them and seek forgiveness. It can be a very annoying sphere if you don't want to see what it is showing you. I tend to think it is kind but completely without tact. It is always critical and no matter how well you do it will make a point of showing that it could have been better, but it means it in a good way.
Enchantment is about faith, virtue, knowing oneself, and valuing intrinsic properties rather than just how things can be used. It is the opposite of Dimensional. It is about being all that you can be, achieving all the virtues you would like to possess. It makes swords sharper, armor stronger, food better tasting and more nutritious, and most of it it makes men heroes. It can lead from the middle, and would never seek to gain rank or recognition.
Force is about balance, equilibrium, neutrality, compromise, negotiation, and contracts. In democracies, laws are actually in the force sphere. It seeks to make everyone happy, or at least equally unhappy. It values fairness, but recognizes the rights of individuals to agree to unfair deals. Force can be nearly as scheming as Mind in making deals, and as brutal as Law in upholding them. Dagda seems happy with the notion of social contracts, but Cassiel despises that such agreements can be made without expressed consent of all parties and with so many externalities to those who had not part in the negotiation. I tend to think that Dagda would support Social Democracy, but Cassiel is a doctrinaire libertarian. Dagda prefers to help the weak over the strong, but won't let that stop him from enforcing contracts that do the opposite, including demonic pacts involving trading souls.