I'm super happy with where my mods are atm. Even with the spell thrust issues, as long as SCS believes globe blocks it, I'm perfectly willing to follow the same rules.
So as long as I can feel comfortable with mage fights in my current playthrough I'm pretty much ready to start a no-reload
Understood. Here's what I've found. SCS expects GoI to stop Spell Thrust, but it also expects Spell Thrust to remove Spell Shield in the presence of GoI, like it does when the old Spell Shield is used. As a consequence, mages will launch Spell Thrust based attacks on your Spell Shield in SCS even if you are running GoI. This should work, but it doesn't. In your setup, it does work, apparently.
Impliedly, there is a partial workaround to the GoI/Spell Thrust issue here. Perhaps that's what you're driving at? If Spell Thrust is tweaked so that it behaves like it did in Fixpack v9, by changing the power level to 5, then SCS mages will be able to successfully take down Spell Shields in the presence of GoI as they expect. And so long as their script prevents them from targeting Spell Thrust through GoI (in the absence of Spell Shield), we should end up seeing the behavior we desire, even if the spells aren't working as they should. So long as the player self restricts and takes down GoIs before launching attacks on Spell Immunities via Spell Thrust, we should end up with a mechanic that functions reasonably well.
There are a few problems with that approach, however. The player will no longer be able to recast GoI to intercept incoming Spell Thrusts. So, for example if I've lost my Spell Shield and my GoI, but still have my Spell Immunities up, and I hear "manos" from a mid-high level mage, my moves would be either: 1) recast Spell Shield or 2) recast GoI. Of those two options, GoI would often be the more desirable choice since GoI has a shorter casting time and can be cast from a less bottlenecked level. With our workaround active, we'd be forced to use Spell Shield in those situations. Without a Breach fix, we'd run into a similar issue. Aasim noted that SCS mages will try not to cast Breach at a character running Spell Protections. But as you've probably noticed, it isn't at all hard to make them do that by, for example, deploying a Spell Shield/ProMW/Spell Defelction trigger in response to an incoming Breach. In those situations, we'd end up erroneously keeping our Spell Shields.
It's a partial workaround with flaws, but assuming the player self restricts, it may be one of the better options, until we get a proper patch.
Now might be a good time to note that I've revised my view on the significance of the Spell Thrust/GoI/Spell Shield behavior. Initially, it struck me a a major problem. After experimenting with Kangaxx, it seemed like less of a problem. After playing through multiple fights with low-mid, mid level mages, however, I'm back to thinking that it's a serious issue. Arcane defenses are more robust than they should be. It's almost like the days of the pre-SCS SI:A+SI:D+II mechanic again, although not quite as bad since very high level mages with oodles of spell slots at least have a chance.
Best,
A.
EDIT: I just recalled a situation from gameplay where the proposed workaround would present problems. Kangaxx sometimes went Khleben's->Ruby Ray->Spell Thrust (in that order) against Arcadia who was running Spell Shield, Spell Turning, and GoI amongst other spells. What should happen in that situation is that Khleben's should take down the Spell Shield, RR should take down the Spell Turning and then Spell Thrust should be stopped by the GoI, leaving you with your Spell Immunities intact. If we modded Spell Thrust to power level 5, or if you used your power level 8 version, you'd lose your Spell Immunities when you shouldn't.
There are probably other situations like this.
NW: I think I should clarify that all of my comments apply to non-SR setups. I have no knowledge about SR setups, nor do I have any opinions on SR setups.