I have never understood the fascination with the worthless (to me) Resist Spells skill. I've got it at 120 - on a soulstone. It made ZERO difference in the field for me. I kept getting paralyzed, cursed, and the like - just as much, with no appreciable duration difference, and more often than not I'd get retargeted (and could move) before para ran out (And Mysticism that has a spell that removes curses AND heals you at the same time). I replaced it with Spellweaving/Fishing (depending on which one I feel like using at the time)
As with the others, I agree though that the 30 Anatomy is better spent getting the other 3 skills to 120.
Pawain is completely wrong about Focus. He apparently doesn't realize that in addition to the regens, Focus acts for Mysticism similar to EI does for Magery (as does Imbuing, but you only need one of the two, and Imbuing has no other benefits out in the field, compared to Focus).
Race is a bit of a trade-off. Human has a higher carry capacity, and some JOAT abilities. Elf & garg have mana-related bonuses that sound better than than what they actually play as.
You want to have 120 real in one casting skill - the one with the most useful Mastery is Spellweaving (and there's only one way currently to get any SW Jewelry).
I have a character very nearly that template.
120 Spellweaving, 120 Mysticism, 120 (100 real) Magery, 120 Focus, 120 Eval, 100 Inscription, 60 Med.
I have 40 skill points from equipment (well, 50 counting the unused +10 Resist Spells on the ring), allowing me to raise my med back up to a usable level. I could have considerably higher skills if I found the right bracelet to replace my Ornament. my suit is all-70s (even if I cast protection), max +INT (and +16 mana), somewhere around 28 MR, and well over-capped on LRC & LMC. All while wearing a 0-resist Pendant of the Magi. With my spell books, depending on book, I have 75-98% SDI, before counting the GM Inscription SDI bonus or using a +5% SDI bonus from my city.
each casting skill has its uses that complement each other.
Mysticism has Stone Form, Cleansing, and a great suite of offensive spells (RC, Nether Vortex for area, and bombard for repeated cheap single targets).
Spellweaving has Gift of Renewal, Gift of Life, and Word of Death
Magery has the transportation skills, fields, Protection when needed, and buffs such as Bless, while having a suite of summons (all that last far longer than an RC) and damaging spells for when you don't want NV's Chaos damage or Bombard's damage type is wrong for the job.
And, even as a human with 166 mana, I'm not having to actively meditate anywhere near as often as my higher-mana elves that are relying on magery alone (and that's before I made one of them a tamer and the other a bard- There's far worse things than casting for mana use).
For that matter, I don't see how people can keep a straight face suggesting use of a -0 mage weapon, then telling someone to cut out a casting spell to save mana. If you are going to use a mage weapon, you're going to be using far LESS mana than if you were casting from 3 different spell types.
Though, I will agree, from past experience, that a Chiv-mage with -0 Mage weapons, tactics, and using summons (which don't even require eval) in concert with the weapon attacks, can be a combat monster - it just doesn't have much to do with Mystic/Mage/Weaver combo. They are opposite ends of two different "how to max out your caster" branches of one tree.