I'm still way too far behind to do any work on this within at least the next week, but I'm thinking of going ahead and including the MetaMagic Sphere in the next version. Since I'd probably move dispel magic to metamagic, what do you think should go in the chaos 3 sorcery spell? I was thinking it could be cool to make it randomly cast any spell in the game, but that might be overpowered (for instance, if you use it to cast another civ's world spell).
This will probably have only sorcery spells, although I was just thinking that giving it a summoning spell that unsummons rival ubits and one that boosts the duration of friendly summons might be nice (not exactly summons, but still relevant to summoning).
I'll probably make the Amurites be the only civ that stats with it, and not let mere adepts build metamagic nodes (but everyone's mages or at least archmages will be able to)
I'll probably make metamagic promotions have passive boosts too, probably SpellCasterXP/spellDamageModify/resist magic for now but eventually I want it to effect miscast chances. I'm not going to try to implement the passive effects of the mana yet (I want it to increase the effect of all mana you control, plus decrease the chance of your units miscasting and increasing the chance of spells cast by rivals in your territory miscasting/being resisted.
I also plan to add a 3rd level dimensional sorcery spell that summons a 0 str, 0 movement unit that can transport 7 unit and can airdrop (like BtS paratroopers) within a large range, carrying its cargo with it accross seas, behind enemy lines, etc. I'm thinking of giving the promotion another passive effect on summons, either making it give them a promotion that gives them 1 dimensional affinity, or giving it a pyperturn function that increases the duration of all units on the summoners tile (if they stay with him, they will essentially all be permanent summons)