Now that I think about it how many people on this thread have easy access to information on what those spells do?
And how much is it appropriate for me to post? I mean I suppose I could just post how it might effect mechanics in this game. Most spells are going to be options your casters have, like banishing daemons or creating battlefield effects that favor your side or disadvantage specific foes.
Generally Exalted Sorcery of the Terrestrial level is treated as Artillery/Sniper attacks. IE Area effect attacks like Flight of the Brilliant Raptor which has long range and area effect fire damage so pretty much artillery. Your guys use the internal flame spell to turn a foes marrow into molten iron I believe? So single target but not something normal armor or being strong would help you resist on its own so sniper attacks. Of course there are also a lot of utility spells but mostly on individual or small group scales. Some standouts from your list.
Private Plaza of Downcast Eyes: Lets caster create an area immune to scrying or teleportation effects in order to have private discussions. Area is small but the ward lasts several days and can be renewed by anyone who knows the spell. It also explicitly doesn't explain to the scrying or teleporter, they cannot get to or see the edge of the zone unless they figure it out and target outside the zone. Learning this expect a big shake up from the Cuttlefish monitors wanting to set up scry-proof meeting rooms.
Disguise of the New Face: Allows magical disguise, including hiding your spiritual and essence based traits. Great for infiltration.
Unconquerable Self: Magical Suicide. No torture, no stealing my body mind or soul just boom death. Any possessions of the user nearby also burn. No ghost, and immortal souls like exaltations and Dragon Kings move on to the next life with NO memories of the one that cast this preventing any corruption from passing along. Also great for infiltration and preventing your sorcerers from falling to chaos.
Dragon of Smoke and Flame: Creates a dragon out of smoke that guides the caster to a target. Great to hunt down a specific target for rescue or capture.
Celestial Sorcery is greater in scope and esoteric qualities. Usually acting as a trump card to change the favor of a battle or do really weird stuff.
Summon the Heart of Darkness: Covering a square mile in giant pillar haunting darkness
Crumbling walls: Brings down defenses on a city or hive. Upgrades hooked up to a sorcerous throne might be able to bring a ships shields down.
Ivory Orchid Pavilion: Instant center for diplomatic encounters.
God Forged Champion of war: Basically making a warstrider around yourself out of light.
Outside Worlds Within: Completely customized environments. Combined with Geomancy to make those rooms where you enter an old run down castle and discover a massive tropical Jungle or something that is a total mismatch in environment, good for training troops to a difficult to simulate environment or similar, outside of a manse it is temporary. Part of the process is Completely removing all forms of previous influence on the location before making the new environments so a great spell for cleansing an area of taint.
Raise the Puissant Sanctum: Allows a single sorcerer to raise a Basic Manse in under a day (12 to 18 hours) or a specific if relatively simple manse in two to three weeks. Allowing an invasion to build geomantic infrastructure fast enough that it might matter to a planetary invasion. Consider Temples are definitely simple enough to make in weeks with this and that some divine rituals can effect regions or planets. On the more basic end you can provide your foothold on a planet with a place to power geomantic equipment like medical tools and sensors within a day of landing and turn it into a full on magical fortress within a few weeks.
Shadows of the Ancient Past: Post Cognition. Only visual and generally impossible to get more than 500 years into the past but still. Can answer a lot of mysteries.