The general rule is: "when you are happy with your killdudes and defenddudes skills" start training for buff spells. This could mean than in Lair, as with a melee guy you should have reached enough offence and defence up Vaults, you could add some low but good level spells - like blink, swiftness, s. weapons, sbutterflies, evocations maybe agony and so on. Later, after you have trained more melee skills you could get higher spells - like phase shift, shadow creature or death channel or more evocations and so on.
In the rare case nowadays I find haste I usually prioritize it over other spells and dodging training - usually in that case I only get fighting armor weapon skill at high enough level and then start to train charms, because high ac+haste is infinitely better than high ac+ev and no haste.
Some general rule of thumb that I use (I play mostly armour guy with spell support) that could help you:
- A sum of ac+ev of 40 is enough to win the game. Most of dangerous enemies will do not trivial damage but the char will be still able to deal with them decently enough.
- A sum of ac+ev of 60 will let to steamroll all the game except most dangerous situation (and often in those cases too)
- Any skill over 20 is fucking expensive while giving minimal returns and should not raised anymore until gotten everything else could be a little useful (usually by zot). There are minor exception, like races with insane apts or finding vampiric/very good artefact big weapons (exec axe, bardiche, triple sword)
- with the reforming of dodging skill, the returns at high skill while in heavy armour have diminishing returns, so there little point to train it too much (20+) -
here's the commit
In other words, with a char like your (provided you have also 20 weapon skill and fighting) I certainly would to stop training melee skill until zot, and just get other things online, depending on what is available on the moment.