From quickly looking at it:
Since you have neither Hindsight, nor Spell Fist (and spend too many skillpoints):
Cold Bolt 10 -> 1
Fire Bolt 10 -> 4 (if you want Fire Wall, which is nice to have) or 1 (if you don't want Fire Wall)
Soul Strike 10 -> 5 (Safety Wall pre)
Napalm Beat 5 -> 7 (Safety Wall pre)
Safety Wall 0 -> 10 (really, get this :v)
Cast Cancel 5 -> 1 (lvl 1 is more than enough)
Freecast 10 is also not really necessary, drop it to 1~3 if you really want it. Not that you really need it at higher levels, since your cast will be very fast anyways.
You could also think about getting Ventus to lvl 2, so you can endow Psychic Wave with wind element. Sometimes a bigger AoE comes in handy.
I don't see Elemental Action being useful and have no idea about Elemental Shield...
But I would get Spirit Cure, as this is the only way to heal your summons.
You also max all Endows and don't get Striking. Why? Striking is the only reason to max the endows, since it's boosted by every point you put into an endow.
Deluge and Volcano 5, but no Magnetic Earth? Magnetic Earth is what makes people want Sorcs for Bio4. Not to mention all the other times this skill is extremely useful.
You also do not need Increase SP rec 10. Lvl 1 is enough to unlock Indulge and with 3 leftover Mage points you can take it to 4. This gives you 6 leftover Sorc points to distribute as you like.
Considering the above I'd change the skillbuild to look like this: http://irowiki.org/~...FrAkCaNdBkA1In1
(I also moved 1 point from Dragonology to Fiber Lock. Yes there is the Evilspiritglove, but this way you don't need to change accessories.)