And I have bad news about the magic.
There is a guy over at TGA who does an AMA about the magic book. I asked a few things and this is what he answered:
Dispelling Endless Spells will be easy. It costs a spell slot but it has 30" range like unbinds, and you only have to get over the casting value. Dispelling cannot be interrupted by any means it seems.
So the Palisade with its puny 5+ casting value will be gone very quickly. Which means it offers hardly any protection at all as the enemy will just dispell it and then shoot us.
This is a good thing overall, IMO. Balewind will probably be dropped immediately by the opponent most of the time (or take a starpriest and dispel it after putting it up to get a look out sir for the Slann/Kroak); same with the spell portal, but things like Geminids, which will probably be brought in most lists with wizards, will hit, do their 2d3 damage and apply debuffs to what you want them to, then get dispelled so you can recast. Pendulum will usually be left up, unless the units in its path can't be moved for some reason. Cogs can be placed outside of easy dispel range so you can keep it up.
Palisade is one of the weaker endless spells for us; the protection it offers from shooting isn't a huge deal with re-rolls to save from the slann, ignoring rend -1, and the new look out sir rule.
One of the new realm artefacts can make our Slann and every unit near them practically immune to the damage of spells, so the line of sight ends up less meaningful as well (Though, of course, the usefulness of it will depend on the meta; if Tzeentch is still good, and/or we see a lot of predatory spells it'll see a lot of use, as it shuts down such things rather effectively): Realm of Hyish: Lens of Refraction - whenever a unit within 6" of the bearer takes mortal wounds from a spell, reduce the mortal wounds suffered by d3. Put this on a hero near a slann, then take rectrices on the Slann - Slann is now at -1 to be hit with shooting due to look out sir, potentially with full re-rolls to saves, takes d3 less damage whenever it's hit by a spell, and if it does die, gets revived with d6 wounds on a 3+. Getting 3 artefacts with Fangs of Sotek lists just got a lot better.
There are some seriously powerful realm artefacts, and it appears you can mix and match them with your allegiance artefacts as you please.