Blending some of my own ideas along with Djinns and some extrapolations from Andy's existing notes for a different take on a potential 'class' breakdown. Some will basically be completely different, others not so much.
Tactile Dissonance- The capacity to feel magic, and shape it with the hands, makes tactile dissonance practicioners particularly adept and molding the Flow and turning it into physical objects. In other words, conjuring items magically. Can take nearly any form, and foundational to the empire's success, but impossible to teach to those without native talent. Comperable to alchemists.
Tactile Resonance- Moving the Flow within objects, they specialize in enhancement. aiding in healing, growth, making materials stronger and more durable, the best known form of Resonance. Considerably easier to learn; mentally, changing magical energy to matter is beyond most people, but the idea of moving Flow is native to most with any sense of it. Support mages, best used in conjunction with their Dissonance counterparts.
Scent/Taste- Emotions/intent leave distinct impressions on the Flow, and as such those who perceive it through scent and taste are adept at reading the emotions of those around them, and in turn altering the scent to enforce desired emotions or reactions upon others.
Dissonance- Adept at manipulating the senses and thinking of others. Can cut others off from their senses, cause illusions, and in extreme cases can trigger the effects of toxins and other physical effects via psychosomatic response. Pureblooded status mages.
Resonance- Adept at manipulating the emotions and responses of others. Can easily calm rages, enhance morale, sow distrust among enemies, or bring comfort to allies. Comperable to buffing/debuffing. Eirwen strikes me as a high grade Scent Resonance user.
Aural Dissonance- Detect minute changes to the flow. While not terribly useful in a novice, in an experienced practicioner, these changes, even at their earliest noise, tell them a great deal about what is being cast, allowing them to easily react and snuff out these effects before they take place. Akin to Cancel and Hamedo-type effects. Additionally, can easily reproduce the sounds of other Dissonance users, allowing them to mimic their spells with less effort and wear. Based on Andy's comments, by the time of the game, Erastus has switched over to Aural Dissonance.
Aural Resonance- While they have the same capacity to hear the beginnings of Flow manipulation, Resonance practicioners cannot reverse those manipulations. They can, however, use this sense to better place themselves to avoid the results and launch counterattacks on the caster. Evade and Counter whores, best used in conjunction with martial skill. Mirek seems to have Aural Resonance among his talents.
Visual Dissonance- While less desirable than Tactile Dissonance, Visual Dissonance is an immensely powerful tool, enabling the user to directly channel the Flow as an offensive weapon. The form of the energy varies strongly based on personality, but tends to take the form of elemental manipulation (Fire, Earth, Lightning), although direct manipulation of objects (telekinesis) is also possible. Traditional attack mages. Erastus was once a Visual practicioner, before 'blinding' himself in the war. Noemi also uses Visual Dissonance.
Visual Resonance- Simultaneously the 'strongest' and 'weakest' form of Resonance. Visual Resonance users are adept with the weather, the effects of which vary wildly; altering the direction of a strong wind, creating a gentle breeze on a still day, inducing rain from clouds. However, in areas of disquiet, the ambient magical energy allows them to recreate the effects that created the disquiet, though smaller in scale and greater in control. Essentially Geomancers.
Theorycraft- Careful study of the manipulation of Flow has discovered substances and patterns which can recreate specific effects. Users of Theorycraft make no real distinction between Dissonance and Resonance, and while they can create formulas nearly anywhere, for fast effects they often carry talismans which already have the necessary formulas imprinted on them. Blend between item-casting and standard mages, though in exchange for charge times in the latter.
Kinetic Dissonance- While unable to directly 'sense' the Flow itself, those with Kinetic sense can still detect how it moves, both within bodies and in the world. Kinetic Dissonance allows for unnatural feats of speed and motion, and in extreme cases can allow the user to teleport from place to place. Something akin to a time mage.
Kinetic Resonance- Difficult to use properly, Kinetic Resonance essentially 'guides' one's actions, allowing for greater speed, more efficent casting, a host of small effects. Akin to a Dancer.