Specialization bonuses cannot exceed Lore.
True, I had forgotten that one. That said, wouldn't a hypothetical 40+ refresh game have a (much) higher skill limit? The guideline on YS90 suggests an increase in the skill cap once for every 2-3 major milestones (ie, every 2-3 refresh). So increasing the skill cap to 12 for a 40 refresh character would actually be less than the suggested progression. And given an average of 3-5 skill points per refresh, such a character would have about 155 skill points, which is for a full 12-point column plus a second 11-point column (plus a few smaller skills).
In any case, the point I was trying to make was that the theoretical 'potential' for a six-element Wizard to have higher bonuses can't be realized in most 'normal' games, or even the higher-power games I've heard mention of.
Though the pyramid can get problematic when you want to have multiple specializations at the same level. 7 refinements spread out over 5 fields will get you +5 element power and +4 element control. But +4 element power and +4 element control will cost you 9.5 refinements spread spread over 8 fields.
Well ... yes. Actually, 10 refinements for the second example, since you'd need to spend half a refinement to learn a fourth element, as well. Training two columns gives you a broader base, so to speak, but less height, at any given number of refinements. But if your goal is to be as strong as possible in both power and control for your preferred element (which I assume from your previous post), why wouldn't you go for the +6/+5 (10 refinements, single column, three elements) instead of +4/+4 (10 refinements, double column, four elements)?
The latter would certainly be better for someone who wanted broader options at the cost of less specialization, of course. I guess I just don't understand what you're trying to say.