Yeah, you're right. And I'm actually starting to reconsider the choice for my "machine gun magus" as well.
Oh gods no, I don't think you should list everything. Please remain highly selective, it's a major reason why I find your guide to be so user-friendly!
I was mostly just surprised that you mentioned the other +4 initiative familiars but not the compso, since the wand wielding thing (although GM dependent) is kinda big.
The grasp ability hides in the magic item slots for animals table, which says:
(Generally speaking, from my limited experience with other GMs, they tend to be much more likely to allow wand manipulation to animals which actually have grasping "hands" (such as a monkey and most biped dinosaurs with an acceptable number of digits) rather than grasping "feet" (such as a dodo or a raven). But YMMV, of course.)Some creature body types are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, though they may not be able to use such items effectively (GM's discretion) and take penalties for nonproficiency as usual.
True. The reason I noticed and added it was because of the lack of other good 4th level blasting choices. But since most magi have a metamagic feat or two, I guess it's kinda pointless.