What I really hate about our lore is not that it is exactly copies things we have already but it copies things that we really don't need a copy of. It simply doesn't give us new interesting ideas, ways of play and combinations.
Let's take a look at them. If apotheosis restored d3 wounds and/or returned models, it could make monster-heavy and infantry builds way more interesting. It could bring Carnosaurs several brackets up on damage table. Or save bastiladon with 1 wound, if rolled high enough. Return models to temple guard/skinks/hunting packs. Well, now it can bring Carnosaur one braket up, but not always. With d3 one would at least always had a chance. It can save from a unit from being slain, but most likely not - there are enough 2 damage weapons around. And -1 bravery in a world of auto-passing morale is just useless (look at you, Cities of Sigmar). If only we had abilities which were affected by bravery like Crypt Flayers, for example.
Claws of Glory is plain funny. The same book gives command abilitiy which allows to reroll 1's in shooting and combat phase. We have a constellation which gives board-wide rerolls 1's. We have full reroll from astolith, we have reroll 1's from ScarVet for Saurus, we have reroll ones from Stegadon for skinks, we have reroll 1's from handlers for hunting packs. So why would be ever take it? Well, if we don't have constellation and we, for some reason, need to teleport razordons somewhere without a Hero or don't have CP and we want the to reroll 1's to hit... I just don't get it how could they give us such a redundant spell. I fear that the same people will be writing battletome... Just imagine if it gave us +1 to-hit. There would be tons of ways how to implement it. Every single monster unit would benifit from it. Carnosaurs with +1 on all their weapons, large stacks of warriors or knights, attacks exploding from ScarVet on Carno ability ob 5+ or sometimes even more, bastiladons hitting on 3+ and hunting pack on 2+. And it would be still balanced because it only affects one unit. Still not even near as stong as skaven shooting. This is what our army really, really needed.
Walk between the realms. When I read this ability's name, I thought it is another teleport. And, despite our army already having two teleports, third would be still nice. We could bring other warlord traits instead of great rememberer and even third teleport could be sometimes useful. Double movement? Awesome. We need it to bring in our artilley, behemoths and battlelines. +1 to run and charge? Awesome. We already have cogs and constellations for this, but +1 more is always useful. Such abilities would give us lots of combinations but what we should do with spell which gives just fly? Jump over screen troops? Ok, but we never know if we would really need it or not. Depends very much on terrian and opponet's army. And we always can use Slann's command ability, if we really need it, without wasting cast slot.
Other 3 spells are just plain simple. Unforging is random. It can win you games or do nothing at all. Convocation and Tempest are auto-choices because you will need mortal wounds in any situation and almost certainly hit hordes. If you don't need this spells... well, just spend attempt on CCP or cast Summon Starlight. They are nice, but they are not interesting. You cannot build strategy around using them. See horde - cast tempest. Don't see horde - cast convocation.