I'm not sure I'm too fond of the prohibited items list either, it's hard to claim that all EV is random. It's true the game rolls a random number to determine it, but in the game world it would just be your agility and ability to move on your feet, which for fast, light characters, isn't really a random strategy. It's poor flavor and it's an unnecessary downside to a god who seems like they aren't offering a huge amount of raw power, and probably don't need downsides (compare to chei/Ru, who can give large amounts of power, but make you pay for it with heavy downsides).
If you really want to tank EV, then it'd have to come with some benefit. Say the god converts all of your EV into AC? AC mechanically is still fairly random, but less random than EV, and the flavor of armor is non-random.
Of course this may all be over reaction to you just banning phase shift, as non-phase shift EV isn't penalized in the proposal.
While I haven't done much reading of crawl's code, it doesn't seem to hard to place a check before monster's actions to see if the monster has a prepared action already created (a new flag for this god) and if so, execute that action instead of rolling a new one. Then when the player uses the ability/after the last turn, it creates the prepared action. The passive skill would have to determine the type of the prepared action each turn, the active one determines the result of it as well. Could probably do both in the same way and just not show the results in the passive skill. I think the bigger problem is the UI issue, with 5-6 mobs on the screen at once, how does it tell you each mob's next action? Are 5 lines printed out every turn (in addition to all the messages that already exist)? What happens when you get to 30 mobs on V:5?
There are solutions to this, of course, they just are currently missing from the proposal. You could simplify things and only display a message if the monster is about to cast a spell, for example. Walking/melee would be silent. Ranged attacks (yak packs) could go either way. This would still be spammy in the case of having a lot of casters around, but it's at least less bad than the worst case. Tiles could use "casting" icons, but I'm not sure there's a good way to display this in console (color shifts? there are issues). With or without main screen UI, you probably still need a ton of messages. And reading them would greatly slow down gameplay.
Some abilities besides existing Ctele/Cblink would probably be better, although I personally don't mind that Cblink would overlap with scrolls - you can easily run out of scrolls and being able to Cblink more freely is welcome. I do agree it is a "make up for your past mistakes" card though, which isn't consistent with foresight. That flavor mixup doesn't personally bother me much, though, and I really love Cblink
Inconsequential flavor suggestion: God of foresight. Less overlap with Ash - this god is about seeing the future, not the truth of what is around you, but what will be.
Additional power: Warning whenever it is possible for you to die on the next turn (assume the character rests on their turn). This one would be more difficult to code I think, but would be useful. Might be a bit spammy when you have a couple of ranged enemies on screen that technically could kill you with all hits and max damage, but you should be pretty careful in that situation anyways. I kind of wonder how often it would actually trigger in practice, if it could be coded.