I mentioned this idea before and I am sticking with it. A way to bring back the four basic schools and keep it simple so it doesn't confuse players is by splitting the mage class into two parts similar to rogues and warriors. The Warrior class is broken up into tank with S&S and dps with two-handed, of course S&S can be dps and two-handed can tank but S&S will never out dps a two-handed just like a two-handed can never out tank a S&S but players should always have the freedom to choose. Rogues are broken up a little differently into Melee with Daggers and Range with Archers, both types of rogues still have the freedom to play same apart from the range difference. Now with DA4 being set in a Mage country it would be a waste to continue with the weak magic system given in DAI. The way I figured out how to split the Mage class up is actually supported by the lore that is within the 4 major schools.
http://dragonage.wik...f_Magic:_Spirit
http://dragonage.wik..._Magic:_Entropy
Both links show how the four schools are themselves put into two schools themselves, Energy and Matter. This is the two class system we can give to the Mages going forward.
Energy Mages use spells in the school of Primal and Spirit, two schools that make it fall into the dps type mage, basically the magic system in DAI. Only this time we bring back nature spells and anti-magic spells such as mana drain, dispel and mana clash as well as dps favorite crushing prison. Energy mages are basically the battle mages of the two that can be spec to be pure elemental, anti-magic, telekinetic type spells for light CC and armor penetration, as well as provide light support with barrier. Energy Mage would be easy to implement due to it having a system we should be use to from Inquisition only this time it has more possible builds due to expanded the Primal and Spirit schools like in DA:O.
Matter Mages on the other hand make use of the forgotten Creation and Entropy schools. Basically this is our support mages. Providing Heals, buffs, debuffs, and greater CC then a Energy Mage would. Entropy school gives them hexs to instant debuff enemeis, status effect spells like sleep, horror, paralysis, and weakness to help set up combos or aid the dps party members, and spells like death cloud for a aoe damage over time spell. Creation school gives them buff spells with haste and heroic offense/defense, Glyphs that can be used to control the battlefield by setting up magic traps in the area that can either debuff and slow enemies(similar to the rifts in DAI that produced those circles that speed you up or slowed you down) or buff up companions such as a tank by putting it in a area you want your tank to hold before they get there, and of course bringing back heal spells that can either heal over time or instant along with some to heal stamina over time as well.
Of course just like being a archer doesn't lock you out of picking up talents from the dagger tree Energy and Matter Mages would be no different. Instead I think there should be a type of magic synergy boost that comes when a Energy mage uses spells in Primal and Spirit vs Creation and Entropy. This basically allows mages to have a lot more builds and brings back support mages which should never be cut out of a rpg that has mages. The names are supported by DA lore and it makes it unique to dragon age. It would be something new for the mage class that would get more players to want to try this out. Some games have black and white mages dragon age can have energy and matter. Going to Tevinter I basically based these two types of mages off of the two head mages in the country, The Archon would fit more in being a energy mage while the Black Divine would fit more in being a matter mage.
The set up would then be:
Warriors - S&S-tank, two handed-dps
Rogue - Archer-ranged, dagger-melee
Mage - Energy-dps/antimagic, Matter-Support/Controller
Skill tree wise all the classes skill trees should look different anyway especially mages. When selecting a skill it shows a screen with a symbol for Energy and Matter, selecting one shows two books representing the schools related to those types of mages and from there you go through the normal spell tree set up. This way everyone wins, fans get all there spells back and devs still have a simple system that doesn't dumb down there lore. Most importantly this helps when it comes to specializations. Necro had one unique spell the rest was from old spells in the Entropy tree, doesn't make sense to be trained on magic spells a basic circle mage should know. This system forces specializations to be actually special and not just a illusion of being a specialization.