While Wizards have multiple themes, their discipline talents are almost all focused on supporting their primary theme of magic. They have all of the basic spellcasting talents shared by all spellcasters: Hold Thread, Patterncraft, Spellcasting, Thread Weaving (Wizardry), and Willforce. Their sole non-magic related talent, Research, defines how it is they go about their particular style of magic.
Their other discipline talents all reflect their interaction with magic on a basic level. Astral Interference, Dispel Magic, and Tenacious Weave manipulate the nature of spells, though Dispel Magic will also function against talents. This fact is important to remember and can be used to disable the abilities of other adepts. Air Dance, Astral Interference, Earth Skin, Gliding Stride, and Wood Skin (among others) are all susceptible to Dispel Magic.
The other two talents, Astral Interference and Tenacious Weave, are almost exclusively useful against other spellcasters, which somewhat defines where they are most effective. While Dispel Magic offers a remedy for spells, Astral Interference is a preventative treatment against spellcasters in the area. Tenacious Weave is a counter-measure against Dispel Magic. Typically this won't need to be used, unless there are opposing spellcasters. It is worth mentioning all Wizards should be careful with the flight spell in combat if they are opposed by anyone with Dispel Magic for non-specific reasons. Tenacious Weave is important in these situations.
Suppress Curse also operates in this spectrum. It works against all hostile magic, but has other limitations. This expands the tools available to Wizards when neutralizing magic. Steel Thought is the final piece of their defensive capabilities against magic, working against effects before they become active.
Their final discipline talent, Astral Sight, is important in how it allows them to study astral space. It also provides a side benefit of giving a small bonus to some spells when they have astrally sensed the target. For Wizards, knowledge is power.
The karma abilities at their disposal reflect two of their themes. First, the ability to improve information recall at third circle plays up their theme of knowledge. While it doesn't improve their researching abilities, it does mean they gain more from having a diverse array of knowledge skills. At fifth circle they gain a karma ability which can augment their spells, like all spellcasters. The Wizard's ability is a little more subtle in use than other spellcasting disciplines and more thematic as to how they approach magic. Instead of making things better in a particular way, they actually change the nature of a spell. There is some particular synergy here when it is combined with the Elementalist ability, allowing two targets to benefit from a spell such as Displace Self, or Flight.
At fifth circle they also gain their Journeyman ability, which continues to play on their theme of being researchers. It also works with the overall goal to bring grimoires from the background and into gameplay. Since the Wizard theme isn't quite as specific and evocative as other spellcasters, their ability reflects more their flexibility when it comes to applying spells to solve a problem. As long as they have their grimoire at hand, they have a significant advantage when it comes to reattuning spells on the fly, effectively reducing the difficulty to simply weaving a thread.
- Arcane Mutterings - The primary uses for this talent are either gaining an advantage in social interactions or preventing a conflict before it breaks out. Either of these can be appealing to a Wizard, particularly if they want to contribute to social interaction without being a social character.
- Awareness - Odds are reasonable every character will pick this up at some point. They already have a high perception and it's always a good idea to notice things. This talent received a name change and general face lift for ED4. The mechanical changes include an expanded scope was and the Strain was eliminated. This was done because there wasn't a general counter-measure to abilities such as Stealthy Stride. The Strain was removed because it didn't quite make sense - the measure doesn't cost Strain and most of the usage is passive. Originally the Strain was introduced to prevent players from spamming Search tests, though this kind of situation is generally best left to the table and some good GM advice.
- Book Memory - This is an interesting talent and there isn't anything quite like it. Given how few disciplines have access, it should likely be considered. It doesn't require a great deal of investment for it to be useful either.
- Conversation - If you are interested in playing a social Wizard, this should be the talent to get you started. The duration for this talent was increased from hours to days. This was done to differentiate it more from other social talents, particularly First Impression. It now fills the role of a long term social talent, rather than the short term usage for First Impression. They are each useful in different areas.
- Creature Analysis - Given their ability to cause both mystic and physical damage, this talent can provide valuable information to maximize damage output. In addition, knowledge is power in any conflict. The action type for this talent was changed from Standard to Simple. The reasoning is straight forward: unless you are watching the creature outside of combat, using your action for this information isn't generally worth the action. Odds are, unless there is some crucial information, your action is better spent doing something proactive. This change allows for the talent to be done in addition to this, since you are already paying the costs in Legend Points, Strain, and the opportunity cost associated with not taking a different talent.
- Etiquette - Typically this will be second talent for a character wishing to pursue a social path. It can also be the first if your game takes you to enough exotic and unfamiliar locales.
- Item History - If no one in your group has this talent, someone needs to have this talent. Even if one of your allies does, it is still worth considering picking up for its use with thread items, but also to gain information with mundane items. If you intend to take Evidence Analysis later, this is the perfect companion.
- Read and Write Language - For most characters, the skill will suffice just fine. Some like to have the ability to pick up a new language on the fly as needed, which is where the talent shines over its mundane counterpart. This talent tends to benefit research oriented characters most.
- Speak Language - Similar to Read and Write Languages, except this tends to benefit social characters most.
- Standard Matrix - Realistically, this is the first talent option everyone will take. Even with the free matrices, you are here for the spells.
Outside of actually playing and figuring out which talents will best fit your character, play style, and the campaign you are a part, there are a few different generic "builds" which can help show off themes and different decisions. The builds I will be looking at are the erudite, professor, voyager, and jack-of-all-trades.
The Erudite is interested primarily in knowledge and magic. Even more so than the average Wizard. They will focus most on what other information they can gather and how it can be applied to the situation. Games which feature investigation, mysteries, and puzzles will benefit this type of character greatly and they work more behind the scenes to put all of the pieces together. Later, they will also be able to affect some misdirection to help in these endeavors. For this, Book Memory, Item History, Read and Write Language, and Standard Matrix will likely be the most helpful talents. Of those, Read and Write Languages can easily be replaced most likely for Awareness, though the social talents could also be of use.
While "professor" may sound like they are interest in research, they are actually social creatures. These characters aren't going to be generally useful when fast talking someone, but if allowed considerable time, they can adapt to most situations and slowly build consensus and support. They are likely to find Conversation, Etiquette, Speak Language, and Standard Matrix the most useful. Of those, Speak Language can be switched for any of the other talents as needed.
Voyagers want to get out into the world to find some forbidden knowledge. They are generally the most prepared for trouble and well suited for a life of crawling around in kaers. Towards these ends, Arcane Mutterings, Awareness, Creature Analysis, and Standard Matrix will be the talents of choice. Of these, Arcane Mutterings can be switched for Item History if it is unlikely the former social talent will ever be of use.
As usual, the jack-of-all-trades wants to contribute and to get screen time. They will want Awareness, Book Memory, Conversation, and Standard Matrix. Book Memory may seem the odd talent out, but it is also a talent to which few other disciplines gain access. This means if it comes up, it will be your time. This being said, depending on the needs of the group Book Memory and Conversation can be switched out for whatever is most likely to be useful (probably Item History).