I went through the list of spells pdf posted by Derek a while back. So this is still an issue I'm going to share my feedback on.
I chose the trait summoner because, for me, that was when I had the most fun in MoM. Summoning awesome creatures. I spent the majority of that particular game, which I almost finished, using only a shadow warg and Call of the Wild. There's only one faction left and now I have added a single earth elemental to my group.
I chose the trait hoping to find more summoning spells, but I was disappointed to find only one other one the entire game. I personally feel that there is more to this than just the lack of summoning spells. So here's my suggestions/feedback.
1) We need more summoning spells. If I'm an Earth Disciple, why not a bear, an animated plant creature? If I'm a Water Disciple why can't I summon amphibious giant frogs?
2) Summoning spells seem to be done as a Buff to the caster. This means they don't stack. If I generate 4 mana a turn and want to spend it on a group of 4 worgs, I think I should be able too. Some spells should specifically state "Only 1 active at a time", but some should be stackable, to give magic civilizations replacements for troops they probably don't have techs for. Also, all summoning spells right now seem to work both in and out of tactical. I feel they should be either or. Fire magic summoning a Living Bomb in tactical combat is cool, for example.
3) Now, I have made a none-summoner caster who was supposed to be a death specialist (Why are there no skeleton armies?!). I couldn't get new spells. I was stuck with the same spells for about 150 turns and eventually gave up. This is an issue I greatly have with the game right now. There needs to be a CONSISTENT and RELIABLE method to obtain new and interesting spells. Relying on Champion traits is not the best way to do it, imo. I think the Disciple traits should determine what they can cast, for sure, but there has to be other ways to unlock new magic.