I have WAY too much free time. As far as I can work it out, after tallying up the numbers, things stand like this (not including level 1 spells, which everyone can cast):
Level 2
Abjuration 1
Conjuration 4
Divination 2
Enchantment 2
Evocation 1
Illusion 2
Necromancy 1
Transmutation 11
Level 3
Abjuration 5
Conjuration 4
Divination 2
Enchantment 6
Evocation 2
Illusion 1
Necromancy 5
Transmutation 8
Level 4
Abjuration 3
Conjuration 4
Divination 1
Enchantment 3
Evocation 4
Illusion 1
Necromancy 4
Transmutation 4
Level 5
Abjuration 2
Conjuration 3
Divination 0
Enchantment 3
Evocation 1
Illusion 2
Necromancy 1
Transmutation 3
Level 6
Abjuration 2
Conjuration 2
Divination 1
Enchantment 1
Evocation 2
Illusion 2
Necromancy 2
Transmutation 8
Level 7
Abjuration 2
Conjuration 4
Divination 0
Enchantment 3
Evocation 1
Illusion 1
Necromancy 2
Transmutation 2
Level 8
Abjuration 1
Conjuration 1
Divination 1
Enchantment 3
Evocation 1
Illusion 2
Necromancy 2
Transmutation 2
Level 9
Abjuration 0
Conjuration 1
Divination 0
Enchantment 4
Evocation 1
Illusion 1
Necromancy 3
Transmutation 0
Which means that when we make the change over to being in line with canon rules:
Abjurers have 16 spells they can grandmaster and 50 they are
barred from.
Conjurers: 22/20
Diviner: 7/22
Enchanter: 25/33
Illusionist: 12/49
Invoker: 13/47
Necromancer: 20/37
Transmuter: 38/36
Obviously not all the spells are of equal power, but I thought I'd throw the numbers out there for people to consider. I know a massive amount of work was done with the overhaul of the spell system, and a ton of new spells were brought in. But it still seems a little bit... unbalanced when it comes to the sheer number of spells that certain types of specialists will either be able to grandmaster, or won't be able to cast at all. Poor abjurers!
Additionally, I fail at formatting that in a less long-winded way. -_-