Thanks Heavenfall!
I've already tried <Is Available for Sovereign Customization> to get the 'Spell' (the one that grants the Tech) to appear in Sovereign creation. Unfortunately, no dice.
Currently, I'm debating methods to remove spell list choice from Sov creation entirely, but compensating by allowing Players to choose spells (and spell lists) right out of the gate. The way I have this set up now, though, there is still a 'subspell' you learn along with the list, so you still get a small benefit from researching the spell (you can't learn the cantrip otherwise). So leaving the four lists in Sov Creation is certainly not a problem. I just don't like the 'less bang for the buck' idea without a balancer in place.
Bracers of Mobility Learning sound kinda cheezy though...
I briefly thought about tackling the interface files, but I don't have the necessary program, and looking over other modders' efforts, it's not simply drop files into Mod folder and Voila. Plus, if these files aren't done the right way they can break your Elemental (especially if you forgot to back up the existing ones), so not a good idea. I'll leave this to the professionals.
It sounds like removing spells from techs has some definite interest though, so maybe eventually Stardock will do this for us. In the meantime, I'm still plugging away at this. It's become more of a top down 'redesign' though. Specifically: weapons tech advancement changing, plus my Spell Lists learning function, plus reorganization of the tech tree, plus a tweak of weapons and armor, not to mention fixing this so that most of the ingame units drawing off of the corestats.xml file. The last one allows players who want to experiment with higher or lower attack/defense/hp/etc. values the opportunity to do so.
I was designing buildings earlier...