I think that Minecraft trap gets everyone. Of course that's a game that has zero tutorial and practically requires a wiki to do anything. Otherwise crafting anything would just be wild guesswork.
I saw that SA thread, and I was disappointed by the weak reception. I was thinking of starting an AVWW thread there but I was going to wait until the release version was out. I might still do that if the guy that started that original thread doesn't come back and update his OP with new info and maybe try to keep his thread bumped. One person can't bump a thread all alone!
Anyway, on the cooldowns, I got off on a bit of a tangent with the new players and spells thing. Going back specifically to color cooldowns, I don't see what it's adding to gameplay as is. The only real example that might come up right now is energy pulse, since it's the most obvious long cooldown spell that is actually rather useful. (Creeping death only comes out of mothballs when an enemy is light immune, because it basically does everything energy pulse does, but worse.) So, you cast an energy pulse and now you can't cast a plasma bolt for a few seconds. It seems quite arbitrary. I understand energy pulse itself having that cooldown time, it balances the heavy hit with a long cooldown to give it normal DPS overall. I don't understand why that cooldown should extend to another spell.
The only reasoning I've heard so far is that it encourages you to use different colors. Does it? Enemies with immunities to certain colors encourages you to use different colors, sure. But linked cooldowns, not so much. At least, it doesn't feel that way. When you come across a fire monster and you cast a fire spell on him and it does nothing, you say 'ah, standard game trope, I will shoot him with water instead'. But when you shoot your rocker launcher and then your machine gun stops working for 5 seconds, you are just left baffled.
I should work on getting my point across in fewer paragraphs, I feel.