No offense meant, but mages don't need any new offensive spells, unless they do about 400 damage a cast. You may have missed it in your other topic, but FoxFuzz hit the nail on the head as to why hand is used, and why it really should stay as it is.
FoxFuzz wrote:
Heal.
In the cases of most mages, it's almost useless to spend several rounds pumping out damage spells in hopes of killing someone while a single, 5th level cleric spell negates all that was done. It's only emphasized all the more by the massive amount of elemental resistances one can throw on a cloak or boots. So, what other tricks can be employed?
That's been my primary argument for the spell since day 1, and I think its pretty convincing one. As it is, Crushing Hand is the only spell in a mage's arsenal that has a shot at disabling someone, even if its just for a minute. Even then, between clarity, freedom, RDD, PM, there's a host of ways to prevent it from ever being an issue, but even after all that, it gives you a better chance than fishing for ones on an implosion or flesh to stone.
I think it would be a mistake to change the spell. Changing the level 7 version I could buy into, but I'm not sure why whenever the topic of nerfing comes up that the mages are the ones who always need to suffer. Nerf healing, and then we can talk.