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I would definitely recommend learning from the sage/ritual magic since it's the most versatile/complex magic system I've encountered so far.
The philosopher skill trainer can teach you a skill that allows you to regen mana (really slow), but it also teaches chakram skills which requires the discipline boon to use. This means you have to learn from the monk trainer in order to learn focus which gives you the discipline boon.
The spellweaver (found in starter city) can give you skills that allow you to infuse your weapon with the fire element which uses the fire boon (forget where you go to learn it though, not from a trainer) you can then learn the elemental discharge spell which allows you to shoot fireballs (or the element infused on your weapon i.e. fire rag/ice rag) without going through the fire sigil/spark combo.
I've heard that there's a hermit in the starting area which teaches you ghost/summon powers and how to control the wind but since I've already used up my points, I wasn't going to bother finding him until next play through.
For the rune magic does that mean they teach you the skill to not use a lexicon or is it a separate method to not need the lexicon?
Back in development, one skill per trainer was faction-locked. This changed waaaay after the text was no longer allowed to be changed. *shrug*