First, great music! I find that I either love or hate the soundtracks for your videos, there's no in-between. 
Pro tip: disable the damage number display on self/party for test videos. Then we know all the numbers on screen are damage given.
You weren't "burned" by too many 1 damage fire mines. It is kind of a shame that the 1 damage bug messes up what would otherwise be an awesome tactic: freeze them in place with Chilling Array, then blast them with Fire Array. No idea what the 77 is all about, never seen that before.
But I dunno, I might prefer Searing Glyph for that combo anyway. And I just couldn't live without Pull of the Abyss. I'd have to drop Fade Step, I guess. Or maybe Energy Barrage, but that would hurt, leaving only Stonefist for direct damage. If only Veilstrike also did Dispel! That would be awesome.
Hehe, yeah, my musical tastes are somewhat odd 
Good point about the damage numbers, would never have thought of that!
I really wanted a way to fit in Winter's Ruin, that move is amazing, but the damned 8 skill limit....
I agree regarding Searing Glyph actually, but the thing with Flaming Array is that I don't have to position it, it's a "fire and forget" type of move. Yes, my laziness knows no bounds.... 
I absolutely loved PotA in DA2, and I love it here in theory, but I've had a long and chequered history with that ability. My main issue with it while soloing is that while it's great for moving enemies where I want them (there are several times in that video alone where i have to reposition myself because of cowardly archers, where with PotA I could have just dragged them back), I ended up preferring veilstrike partially for the low mana cost and low cooldown weakness spread, but the main draw was the CC. I'm not a huge fan of how PotA slowly pulls enemies to a point but they stay upright and keep firing at you. If PotA worked like the DA2 version, I would take it over veilstrike without a doubt.
My issue with it with a team is that I play with FF, so the time honoured PotA + Fire Mine combo basically killed Cassandra more times than anything else in my first rift mage playthrough back when the game came out.
Probably a case of me needing to "git gud" with PotA. There are obvious advantages to it, and if I had time I'd try messing around with it more, but alas, I'm already pushing my procrastination to the limits. 
Nice video but am I the only one who likes to sit back or stay at a distance when I am playing as a caster mage ? If you want to get up close the might as well be a Knight Enchanter since they get a steady 50% bonus mana regeneration in close to medium range ?
Actually, I think most people would advocate staying at range, especially with a team of 4; I'm a bit of a hipster like that, I actually posted a CQC rift mage build back in early 2015.
The advantage of playing at close range in soloing is that I get to use ice mine to freeze the enemies, and to give me ice armour. That's not really needed with 3 companions to soak up aggro and damage, but as you saw in that vid, ring of doubt is so buggy that I think it's the perfect embodiment of the game as a whole.
I like to think that the thing that differentiates this from a KE is that the RM can constantly detonate combos, whether from frozen enemies via ice mine, or from paralyzed enemies via static charge, and then using veilstrike to send the shocked enemies to sleep, which preps them for a rupture or nightmare. Overall, combo damage isn't particularly great and of no use on elite, promoted or boss enemies, but it does cause bullet time which makes me feel awesome.