I like almost all of the new stuff for different considerations. Thoughts based on what's been said so far...
-I like that spells like Solipsism are coming with a bit of flavor text to help convey the intended experience. Yeah some people will rp it better than others but I don't think this is any more of an obstacle than people rping the effect of Confusion, Daze, or other mind altering spells.
-Greater Chromatic Orb being a Conjuration is also refreshing. It's a nice return to game mechanics actually reflecting the PnP edition the game and setting are based on. In 3.x most orb spells were Conjuration, certainly the worthwhile ones, and I'm assuming that's what this is based on since it uses ranged touch attacks in the same way too.
-I do agree Eagle Sight seems a little too good even if you can't wand it. The Truesight/Spot bonuses alone are good but then on top of that you have the pre-emptive blind negation. At the same time I don't know which part of it I would call too strong because at a glance I'd call blind blocking the best part in a lot of ways but that's also the part I think will be the most interesting for its pvp implications.
-Wraith Stride being breachable seems odd... I'm not sure how to feel about it. I think as people become more comfortable leveraging its movement applications effectively it'll become a situationally strong spell but the short duration makes the breachability seem unnecessary. Even extended you're looking at only a bit over a minute of up-time. But that being said, I guess it might make sense given that for anyone who can conjure body blockers it'll already be a very useful spacing tool.
-Stop Heart seems fine. I get why people don't like Save or Die effects but it's only Deathward specifically that doesn't block it and it's par for the course when there's already stuff like Implosion. Especially since it's a touch range spell and I'm assuming -pray can be used to help circumvent getting finished off (but maybe I'm wrong). Either way it seems reasonable considering it's not a true Save or Die spell.
Overall: Speaking as a Wizard main I really like the expanded variety in schools like Necro, Illusion, and Trans. I think in a lot of ways this kind of stuff is exactly what's needed to help bring Wizard up to PvP par with its Sorcerer peers because more good spells, and more good spells across more schools, naturally increases the value of the Wizard's broad spell book.