As I played through the game with my warrior-mage, use of cambrinth has always brought one thought to my mind. Since I'm likely not the first by a longshot, let me first give my apologies if this has been said before. Moreover, if this is not the best spot to place this post, my apologies and I will move it, if I can move it. Or delete it if I cannot. :) I was thinking though...
It would be nice if the mana held by cambrinth items held mana for far longer than they do now with dissipation, and could be set to hold its mana or add it to the spell. I.e. 'You rub the mana cambrinth ring you are wearing, disrupting the link of power between you and it' 'You rub the cambrinth ring, resuming the link of power'. This would allow a warrior mage (or any spellcaster) to have cambrinth for more than just a training item, but instead to use the held mana to bolster spells in the field of battle. One could charge armbands and rings up before going into a poor mana hunting area and use their mana to give him the mana for a few more offenseive spells should he get into a tight spot.
Finally it would be nice if CAST could be set with it's own mana number so that it could tap specific amounts of mana from the cambrinth you are wearing or holding, or perhaps even mana that you are harnessing.
I.E.-You're in an area with nearly no mana, but you need a fireball to help finish off a rather disagreeable critter that refuses to be polite and die. You've already used up the mana in your cambrinth ring and armband, but you have a cambrinth orb filled with mana for just such occasions. You prepare the spell at 5, and then target your creature, get the orb then CAST at twenty five. The cambrinth orb emits a snap as it adds 25 of its mana to the spell you were casting, and your fireball is cast without trying to use all of the mana in the orb.
The problem with this is that if it applies to mana you are harnessing as well, then if someone is holding 5 mana and they cast with 4, then they will still be harnessing one mana after they have cast their spell, which means spells like aether cloak would not fail after casting other spells. If this was a side-effect of harnessed mana spells, then it wouldn't be a problem, and harnessed mana spells could be much more effectively managed. However if that was the original intent of harnessed mana spells, in that it cripples the users spellcasting ability as long as it is held, then not adding all harnessed mana to a spell could be unbalancing to the game, and the cast number should only apply to cambrinth, always adding any harnessed mana.
If harnessed mana could be manipulated though, I would suggest having harnessed mana be tapped last, after all cambrinth are drained, so that a warrior mage can manage harnessed spells such as aether cloak most effectively while still tapping mana.