I think that trying to come up with spells that accomplish the end result of a lawbreaking spell while technically avoiding breaking the letter of the Laws should be doomed to failure. Consider:
The Laws of Magic are clear, concise, and offer little in the way of “wiggle room”—at least in the views of some Wardens—but are very much written to communicate the spirit of the law, which is the mode in which they are enforced. (This stands in contrast to the other major body of supernatural legalese, the Unseelie Accords, where there is no spirit of the law—only the letter of it. See OW15.)
So to begin with, it isn't the
letter of the Law that matters so much as the
spirit of the Law. And creating a spell that (for example) is specifically intended and designed to drive someone mad breaks the spirit of the Law no differently than a direct mental assault would.
Point number two:
Thaumaturgy that fundamentally, lastingly changes the target—whether it’s the target’s body, mind, emotions, or even luck—falls into the category of transformation and disruption. Often, this is dark stuff—curses, mind control, destructive shapeshifting, and death magic.
Of all the methods available through thaumaturgy, these are the ones most prone to run afoul of the Laws of Magic (page 232). Regardless of what the spell changes, this is a violent act to the target: people and things are very good at being what they are, and this sort of magic forces them to be what they aren’t.
Notice that 'curses' are listed there in with the other 'dark stuff' that is 'most prone to run afoul of the Laws' because it 'forces people to be what they aren’t'. Combine this with the 'spirit of the law' discussion above, then read through the list of curses again.
Note, by the way, that even in an extremely permission gaming group that allowed the Laws to be avoided on such technicalities, there's still a very real potential flaw in attempting to 'externalize' the spells to dance around the letter of the Laws. The basic problem is that rather than casting a spell to cause a transformation, you are creating a long-lasting spell to continually create a variety of symptoms. That means that in each case, the victim is going to have a long-lasting and
active 30-shift magical effect surrounding him.
Now, most mundanes aren't going to manage add two and two and get "magic". But there
is going to be a lot of crippled ambulances involved, and I can't help but think that a 30-shift effect is more than enough to shut down an entire hospital, which is where the victims of the first two curses are going to be sent right away. And anyone with the least bit of a supernatural clue is going to
know what's going on once that happens.
Another thing to consider is that when dealing with medical symptoms: the doctors that deal with those patients are going to have a reasonably hagh Scholarship, and slso the Doctor stunt, which means that they will be able to throw out a Declaration or Maneuver or three to tag to get a reasonably high result on their diagnosis. The 12-shifts of your "Mask" curse may be high enough to fool them, but I doubt that the 6-shifts of your "Plague" curse would be. And would automated medical devices (assuming they didn't fail in a dramatic fashion) even be affected by the spells?