Hey everyone,
Here I am with another giant wallpost, but this time I decided to make a video about it (shown below). This is so that I don’t physically assault you with the massive amount of writing, like I used to in my previous posts. I’ll also have the list of suggested changes below so you can have them in front of you. Here goes nothing:
Video source: https://www.youtube.com/watch?v=XphxxFVWiW8
General Class Tree Changes 
- Ice Floes:
- Current Version: Makes your next Mage Spell with a cast time shorter than 10 seconds castable while moving. Unaffected by the GCD and castable while casting.
- Suggested Change: Allows your to cast while moving for the next 3 seconds. Unaffected by the GCD and castable while casting.
- Rigid Ice and Improved Frost Nova removed
- Focused Insight (new talent): Increases all physical damage reduction by 3% / 6%. 2-point node, replaces Improved Frost Nova.
- Mirrored Delusions (new talent): All threat generated while Mirror Images is active is instead redirected to the nearest tank (similar to Tricks of the Trade or Misdirect). 1-point node, replaces Rigid Ice
- Mass Polymorph:
- Current Version: Transforms all enemies within 10 yards of you in sheep, wandering around incapacitated for 1 min. While affected, the victims cannot take actions but will regenerate health very quickly. Damage will cancel the effect. Only works on Beasts, Humanoids and Critters. 1 minute cooldown.
- Suggested Change: Modifies your Polymorph spell to instead turn all enemies within 10 yards of your target into sheep, becoming unable to act but regenerating health very quickly. Damage will cancel the effect. In addition, Polymorph can now be applied to other creature types, including Dragonkin, Demons, Undead and Aberrations. Does not work in PvP. Passive
- Note: I was recently informed that this would lead to a massive problem, where mages could stun-lock packs in M+ since the healing portion of Polymorph/Mass Polymorph is currently either bugged or delayed. One way to prevent this is to have the Mass Polymorph immediately heal the mobs the moment they get stunned, so that spamming Polymorph won’t actually be beneficial since they’ll instantly be healed for 10% of their health, even if immediately broken out by damage. I didn’t include it in the video because I was informed about this after the video was made unfortunately. Thanks to Porom on Altered Time for helping me with that.
- Shifting Power:
- Current Version: Draw power from the Night Fae, dealing (60.996% SP) * 4 Nature damage over 4 seconds to enemies within 18 yards. While channeling, your Mage ability cooldowns are reduced by 12 seconds over 4 seconds. 60 seconds cooldown.
- Suggested Change: Draw power from the Night Fae, dealing (60.996% SP) * 4 Nature damage over 4 seconds to enemies within 18 yards. While channeling, your Mage ability cooldowns are reduced by 15 seconds over 4 seconds. 60 seconds cooldown. This ability is now affected by it’s own cooldown reduction effect.
Arcane 
- Foresight, Chrono-Shift, Improved Prismatic Barrier and Supernova moved to <8 talent point section.
- Improved Arcane Missiles and Crackling Energy removed.
- Mana Adept: Moved to Improved Prismatic Barrier’s current position.
- Booming Surge (new talent): During Arcane Surge, your Haste is increased by 15%. Moved to Mana Adept’s current position.
- Arcane Batter (new talent): Casting Arcane Orb grants you 4 Arcane Charges. Does not affect Orb Barrage. Moved to Foresight’s current position.
- Funneled Barrage (new talent): Arcane Barrage deals 25% increased damage to the primary target, but cleaves only 20% of the its damage (decreased from 40%). Moved to Chrono-Shift’s current position.
- Incandescence (new talent): During Arcane Surge, your Clearcasting Arcane Missile channel 33% faster (from 2 seconds to 1.5 seconds; only applies to Clearcasting Arcane Missiles). Moved to Supernova’s current position.
- Arcane Surge: Cooldown increased from 90 seconds to 120 seconds. Damage buff granted increased (based on tuning, see video for some numbers, in the Shifting Power section)
- Touch of the Magi: Cooldown increased from 45 seconds to 60 seconds. Damage stored increased (based on tuning, see video for some numbers, in the Shifting Power section)
- Mana Gem: No longer an item, now just a cooldown. Cooldown increased to 2 minutes to match Arcane Surge.
- Siphon Storm:
- Current Version: Evocation grants 1 Arcane Charge, channels 50% faster and while channeling Evocation, your Intellect is increased by 2% every 0.5 seconds. Lasts 30 seconds.
- Suggested Change: Evocation channels 50% faster and no longer has a cooldown.
- Evocation: Baseline cooldown increased to 2 minutes to match Arcane Surge.
- Concentration:
- Current Version: Arcane Blast has a chance to grant Concentration, which causes your next Clearcasting to not be consumed.
- Suggested Change: Arcane Blast has a chance to grant Concentration, which causes your next Clearcasting proc to be refunded.
- Nether Tempest:
- Current Version: Places a Nether Tempest on the target which deals (22.5636% SP) Arcane damage over 12 seconds to the target and nearby enemies within 10 yards. Limit 1 target. Damage increased by 60% per Arcane Charge.
- Suggested Change: When applying Touch of the Magi, place a Nether Tempest on the target which deals (60% SP) Arcane damage over 12 seconds to the target and nearby enemies within 10 yards. Limit 1 target. Damage increased by 60% per Arcane Charge. Passive, position switched with Touch of the Magi’s current position
- Orb Barrage:
- Current Version: Arcane Barrage has a 10% chance per Arcane Charge consumed to launch an Arcane Orb in front of you.
- Suggested Change: Arcane Barrage has a 25% chance per Arcane Charge consumed to launch an Arcane Orb in front of you that deals 30% of normal damage.
- Arcane Harmony:
- Current Version: Each time Arcane Missile hits an enemy, the damage of your next Arcane Barrage is increased by 5%. This effect stacks up to 20 times.
- Suggested Change: Each time Arcane Missile hits an enemy, the damage of your next Arcane Barrage is increased by 6.25%. This effect stacks up to 16 times. Arcane Explosion generates 1 stack per target hit. At maximum stacks, your next Arcane Barrage gains 10% critical damage per target hit. Now a choice node with Orb Barrage.
- Missile Barrage (new talent): Arcane Missiles that consume Clearcasting fire an additional 2 missiles. In addition, Arcane Missiles that consume Clearcasting cleave to 4 additional targets near your current target for 33% of damage dealt. Placed where Arcane Harmony is currently located.
- Rule of Threes:
- Current Version: When you gain your third Arcane Charge, the cost of your next Arcane Blast or Arcane Missiles is reduced by 100%
- Suggested Change: Every 3rd spell you cast is guaranteed to critically strike, but you can no longer crit outside of this 3-spell combo. Your critical damage is reduced by 25% but your critical strike now increases your critical damage instead.
- Mastery: Savant:
- Current Version: Increases your mana regeneration rate and maximum mana by 9.6%. Arcane Charges increases the damage of Arcane Blast by an additional 4.8% and Arcane Barrage by 2.4%. Increases all other Arcane damage by 8.0%
- Suggested Change: Increases your mana regeneration rate and maximum mana by 9.6%. Increases all Arcane damage by 8.0%
- Prodigious Savant:
- Current Version: Arcane Charges further increase Mastery effectiveness of Arcane Blast and Arcane Barrage by 20% / 40% (2-point node)
- Suggested Change: Your Mastery is increased by 5% / 10%. You can 5% / 10% more Mastery stat from all sources (2-point node).
Fire 
- Tempered Flames:
- Current Version: Pyroblast has a 15% reduced cast time and a 10% increased critical strike chance. The duration of Combustion is reduced by 50%.
- Suggested Change: Pyroblast has a 15% reduced cast time and hard-cast Pyroblast does 25% increased damage. This stacks multiplicatively with Sun King’s Blessing (total of +350% damage on SKB hard-cast from 260%).
- Living Bomb:
- Current Version: The target becomes a Living Bomb, taking (58.788% SP) Fire damage over 4 seconds then exploding to deal an additional (32.337% SP) Fire damage to the target and nearby enemies within 10 yards. Other enemies hit by this explosion also become Living Bombs, but this effect cannot spread further
- Suggested Change: Consuming a Hot Streak puts a Living Bomb on your target, storing the damage done to that target for the next 3 Hot-Streak consuming Spells. After being hit by 3 Hot-Streak consuming spells, the target explodes, dealing 25% of the stored damage to the target and all nearby enemies, decreased after 8 targets. Maximum of 1 target, 45 second cooldown. Passive
- Convection:
- Current Version: Each time Living Bomb explodes, it has a 30% chance to reduce its cooldown by 2 seconds.
- Suggested Change: Increases Living Bomb’s stored damage from Hot-Streak consuming Pyroblasts to 35% and Hot-Streak-consuming Flamestrike to 100%.
- Unleashed Inferno:
- Current Version: While Combustion is active, your Fireball, Pyroblast, Fire Blast, Scorch and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 seconds.
- Suggested Change: While Combustion is active, your Fireball, Pyroblast, Fire Blast, Scorch and Phoenix Flames deal 100% increased damage, you gain 30% additional Haste and your Ignite deals 25% additional damage. Combustion can no longer benefit from cooldown reduction effects such as Kindling and Shifting Power.
- Hyperthermia:
- Current Version: While your Combustion is not active, consuming Hot Streak has a low chance to cause all Pyroblasts and Flamestrikes to have no cast time and be guaranteed critical strikes for 6 seconds.
- Suggested Change: While your Combustion is not active, consuming Hot Streak has a low chance to cause all Pyroblasts and Flamestrikes to have no cast time and be guaranteed critical strikes for 6 seconds. Also gains the benefits of Unleashed Inferno, if talented.
- Flamestrike: Now has a toggle option that allows it to be cast on the target instead of having to use mouseover macros.
- Meteor: Now has a toggle option that allows it to be cast on the target instead of having to use mouseover macros.
Frost 
- Splintering Ray: Recommend increasing damage, based on tuning.
Also side note: it’s incredibly annoying that you can’t post videos on the forums. This is from YouTube, which can vet said videos in case on inappropriate content.