My concern isn’t with the wonderworker, a class that I like. I think it’s flavorful and interesting. My (personal) concern as we go along is more with the base xp cost for adding full clerical spellcasting to non-human races. Humans are capped at 4 build points so it’s not an issue. Just to be clear. I would have to see everything mashed together in play, but I feel as though a class with the breadth of options that the wonderworker has should be adventuring xp-wise alongside the Spellsword and the Ruinguard. Two of my other favorite classes. I like options. Every primary spellcaster other than the cleric is mushy at low levels - but by the time wonderworkers get to 5th/6th level, they have an incredible range of options to choose from over the course of an adventure. Sure they can only pick one option per round like everyone else, but they can run offense and/or defense at their leisure like no other class, and have a fanatical bunch of followers to boot as well as the best endgame options for a stronghold. They’re pretty kickass, and I feel like they deserve to be near the top of the experience requirement chart. Which I don’t think of as a bad thing.
Regarding the spell creation system - absolutely. The rules are there should you decide to go in any direction. That’s great - I would probably slide a little more on the conservative side of things. If you want a divine caster throwing fireballs around, play a wonderworker, IMHO.
By 10-20 available spells, I was referring in general to the number of spells available on a divine caster’s spell list based on how many levels of Divine the class has in its build. Half-level casters should have a list of 5 spells, full level casters 10, 1.33 casters 15, and 1.5 casters 20.
Divine classes cap at 5th level spells, but they get more spell slots in total, and they get higher level spells earlier. Also, and maybe someone can explain to me how I’m wrong in this instance, the cap at 5th and 6th seems rather arbitrary - flame strike, quest, and insect plague don’t seem weaker spell-power wise than geas, projected image, or wall of iron. Again, these things are balanced by the types of spells each class gets - healing, support, and occasional damaging spells for divine - with a couple of exceptions that everyone knows about and sometimes complains about as well - hold person for instance. The more arcane spells brought into a clerical spell list, the less desirable playing a “mage” is, because even though clerical spells aren’t as showy, they’re AWESOME to have around, and if you can get a couple of your favorite arcane spells thrown in as well it becomes a no-brainer. It also depends on which clerical spells you’re discarding to bring in sleep or fireball. Are you removing cure serious wounds, or are you removing speak with plants? Cure light wounds or purify food and water? Feign death or cure disease? It makes a difference. Allowing a mage to add prayer and cure wounds to the arcane spell list while removing magic mouth or infravision would have a more powerful reaction from the community.
We can debate the power of the enchanter’s spell list and have different opinions about the value of each spell, but they have 15 options to choose from, and a number of them are pretty good. I think you’re downplaying what they DO get. They can increase everyone’s attack throw and damage for a battle, they can command the leader of a gang of orcs to SURRENDER throwing a coordinated assault by the enemy into utter confusion, they can can heal… and so on. Though I agree with you, sleep is awesome.
As for the ruinguard - my point with it was exactly what you’re saying I shouldn’t do, which is give it full clerical casting for a lower experience cost than in would take for me to give him half-arcane progression. That’s why I brought it up. And we’d at least get him an extra proficiency slot by dropping turn undead to offset the increased cost for his spellburning.
Just to be clear so there’s no confusion: you’ve obviously thought your divine elves through - the only concerns I am bringing up are my own with the system’s xp determination for divine spell progression with non-humans. My personal opinion is it’s too low, but I’m not shaking my fist at it too hard. ACKS is my favorite system hands-down precisely because its so well thought out with many guidelines should you choose to do precisely what you have done. Your responses indicate to me that you have a clear idea of what you want and are well-satisfied with how it is, which I think is fantastic. As I said initially, I really like your ideas. If you have people playing your divine versions of these classes, please post how they work out.