Unfortunately, I cannot do a whole lot atm, because I am still at -45 soulforce.
Mechanically speaking though, I think the cost of learning spells should somehow be scalar, so its very cheap but gradually become very expensive to keep learning them.
There probably needs to be a howto walkthrough of how stuff works, and a general writeup of what goes on.
Casting spells should also be based on something other than a raw lifeforce or soulforce cost.
For example, you have these four attributes of Wisdom, Stability, Eloquence, and Literacy. Perhaps different kinds of spells could be based on these stats, so the calculation for the success of a spell is based on some random factor plus their score in one of those attributes. If you further add skill type things for what you are currently calling 'types' then you can add those too, in order to produce less linear results. You could also establish particular attribut + skill combos for the writing of various kinds of spells.
actually, if you would define the four attributes (wisdom, stability, eloquence, literacy) and how they interact with the game, that might help me make better comments on them.
Additionally, you might consider changing the names of lifeforce and soulforce to something more like Health and Spirit, as they sound slightly less gamery.
I would suggest breaking magic down into spell types and domains.
By domain, I mean what you are presently calling type, i.e. substance (fire, wood, water, metal, earth, air, etc.)
By type, I mean what they do or how they operate. I will suggest the following basic spell types:
Divination - lets you estimate scores of other characters
Attack - causes damage of some kind
Enchantment - makes a permanent or long term change in something typically in the form of bonuses or minuses, might create magic items
Transformation - alters subject
Illusion - masks information or the appearance of things, or makes illusory things
Also, I would utilize an xp-ish system rather than random chance advancement. Allow characters to apply a few points at character creation. If they lose a duel, they a nominal amount of xp. When they win a duel, they gain larger amounts of xp. Casting spells might also cause xp. Writing spells could also result in this. Basically anything that amounts to practice. Then either allow characters to apply their xp as they wish, or have it automatically apply to the thing they practiced. Use scaling costs for everything. Also, I would suggest (to maintain some degree of verisimilitude) not using numbers for anything, but come up with adjectives that describe ranges. In the case of xp and skills, these would be absolute scalar. In relation to health and spirit, it would be percentage relative.
Also, consider having different brands of magic.
Perhaps sorcery requires blood sacrifice and hence costs health.
Perhaps theurgy costs spirit points.
perhaps natural magic runs purely on skill rolls.
just some thoughts.
For graphics, I would suggest that there should be an Icon for each skill, attribute, pool, magic brand, magic type, and magic domain. Also, there should probably be one dynamic wizard duel type scene for the main art (kind how Jennifer Govt uses the eye), though eventually we might have a main graphic for the scene, particular graphics for different styles of wizards, and maybe a separate graphic for different pages such as a dueling page, a shop page, etc.
I think thats all my thoughts for the moment.
Hope it helps.