Makes my day to see somebody ref the blog - thank you Darkwing!
@Yepesnopes - I've started trying to convert the magic system style into whfp twice and each time it become obvious that the approaches I took would end up as huge tasks.
First was looking to backward convert the existing spells effects into collections of sub-elements and then scale those sub-elements to try to get consistency. eg. what is the wfrp spell Bolt or Levitate actually doing, how would this be broken into micro-components or steps. Then is there commonality across how Aqsh handles the manipulation & manifestation of fire, vs how Hysh handles the same for Light? I was trying to get a feel for how much power and such a CN1 spell has vs a CN6, or CN12 - and then look at each wind as a Talent which is purchased. Language Magic is still used for casting. It got mucky when looking at trying to find commonality across the winds for their relative power and scale.
Second approach was to create a few ballaprk baselines themselves and decide that the new system would not care much for a rule for converting CN of wfrp4e into a SpellLevel to be used against a skill CT.
...Aside - I found that my fellow players and GM in my current group had absolutely no interest in the conversions - which killed them quickly. Many GMs and players in wfrp consider magic deliberately broken and refuse to treat it as anything more than the crude systems of basic dnd. In fact the GM private group for WFRP I watch closely tends to consider magic to be something that is likely to be avoided, and not used by PCs. I see that as weak and limited thinking.
There is a valid counter-point to my obsession with magic in wfrp (and Ars) which is it makes non-wizards feel like secondary characters. Now in ArsMagica that's a feature and not a bug, but in wfrp at mid to high level character XP (say 13,000 xp or higher in my experience) the Wizard can do things that the non-Wizards can only sook about. I'm told it's even worse at 20,000+ XP. My Bright Wizard was just over 13k xp when I stopped playing and it would be considered a fair but not not exceptional Flambeau by comparison in my playing experience using Ars Magica. Lethal in a duel, dangerous to army, but still challenged by a supernatural beast.
My third attempt which I'm still thinking about doing far in the future - will go large - will first look at the meta-physical types of chaotic influence in the world as expressed as spells and unexplained powers, so that the system will work for designing the powers used by the Imperial Colleges, and also for the witches, ogre magi, tomb kings, lusttrian lizards, vampires and such. It might as well incorporate the powers of priests too - because that would be nice as a gather all - but its not really needed, because I separate the divine from the chaos in my headcannon; much like is Ars.
I think lifting the complex skill mesh of spells and spont casting is absolutely needed and desirable, as is abilities like Finesse, Penetration, and in some way I could see fixing the Dawi limited magic resistance in this new system too. I would also like to keep the Verb+Noun style of spell construction, and I think there is good reason to design a cross scale where Elves get access to almost all the Verbs, where Humans only get the basic ones of Create, Destroy, and in this way reflect what Elvish high magic is like, and why its far better than the junk which is taught to human Imperial Battle Wizards.
Writing this post is giving me more ideas again too. Damn it!