I wasn't suggesting putting advanced trainers in Menzo. I was just putting it out there that the masters do not teach spells of their profession and that most of the spells that you can learn in Menzo cannot be cast anyway because you cannot get the components for half of them.
Take for example the Master of Necromancy. You would think that he would teach a few necromancy spells(perhaps chill touch(offense), blindness(defense), and animate dead(utility). Something like 1 spell per spell level up to third level spells, for a total of three spells. 1 for offense, 1 for defense, and 1 utility spell.) Though despite the guild he represents, he teaches identify and there aren't any shops in Menzo that sells pearls or feathers.
I had an idea while in the middle of posting this, so I'm just gonna throw it in as well:
Maybe move the three divination spells that the spire masters teach: clairvoyance, magic mirror, and identify to the Master of Lore, and move the three transmutation spells taught in Sorcere: Infravision, Levitate, and Mnemonic Enhancer to the Master of the Sorcere. So the Master of Lore would be an impromptu divination teacher and the Master of the Sorcere would teach transmutation. Then give a spell from each Sphere not already represented: Abjuration, Conjuration, and Enchantment to the Master of Magery, i.e. acid arrow (lvl 2 conjuration, offense), armor (lvl 1 abjuration, defense), and fury (lvl 3 enchantment, utility). So all in all each trainer NPC in Sorcere would teach three spells, and all eight Spheres of Magic would be represented. Spells listed were just examples to illustrate the idea, I have no idea how rare said spells are intended to be in FK.
On a side note, I also noticed that the westernmost merchant in Shaun the Fashion Merchants shop has mis-strung items. The green colored items are strung as being black and the black colored items are strung as being green. No big deal, just though it was worth a mention.
