Too many spells, not enough dice in the stuff that matters. And that's coming from a player who's not an especially good optimizer.
The important pools for a combat mage are as follows (not necessarily in this order):
dealing with Spirits (even if you can't summon them, Banishing is dammed useful)
-<insert non-magical combat ability here>
Are all of these pools currently at 12 dice or higher? They should be.
Moreover, your spell list is way, WAY overkill. You need something more along the lines of the following:
-Single target attack spell
-Area-effect Attack spell
-Physical damage spell
-Mana-based damage spell
-Utility Spells to taste.
Note that some of those spells can be the same thing. You can have an area-effect, mana-based damage spell and a single-person, physical damage spell, and both needs will be covered. Thusly, I'd drop your spell list to something a lot more like this:
-Fireball (because I'm 100% sure
that you want to throw this spell around)
-and 2-3 utility spells depending on how you want to help out your team. Good examples are Mass Invisibility, Chaotic World, Orgasm, Levitate, and Sterilize. Note that Sterilize is considered mandatory for MANY teams.
Thusly, a character that is laid out as follows is probably going to be far more useful both to your party, and to helping you into the game world:
With the above character, you're doing the following:
12 dice for combat spellcasting before
10-ish dice for Drain Resist
10-14 dice for damage Resist (Body 5, 6-12 depending on armor choices)
12 dice for shootin' things (Agi 4, SMG 6, Smartlink 2)
...more importantly, you're better at filling your role. Now, not only do you defend your team against magic passively via counterspelling, you can also deal with magic-based threats by assensing them, and either engaging in astral combat yourself, spellcasting at about the level you were originally, or by summoning spirits to deal with the magical threat.