Wands
Start with simple facts.
Historically wands contained mostly player available spells, granting the ability to use those spells a limited number of times to non-casters.
They still rely on the same formula as player spells for "spellpower" only with a much lower spellpower than a caster would have:
15+(2.5 x Evocations Skill) - min 15, max 67 (at 26+ skill).
Wands are supposed to be balanced by limited number of uses and needing to train the evocations skill to use. However; in effect due to the low spellpower cap, training evocations is very ineffective at boosting wand power. It maxes at the same level that a 10 int spellcaster not using any enhancers would max at with a similar curve. This curve is fine for a low-int caster with normal spells, they would simply need to find enhancers to get their spellpower to a better level. But with wands, it effectively means (especially the damaging wands) are unable to get significant enough spellpower even with training to be utilizable (excluding using Pakellas for enhancers).
DrKe was in particular concerned that all existing damaging wands in trunk use damage rolls from level 5 spells, which are significantly weaker than the damage rolls from the level 6 spells that cold and fire had. Making it much more difficult, if not impossible to effectively use wands as an "anti-Hydra" measure in Lair. He further stated that because ice blast uses the fireball's damage roll still (only with wand's lower max power it maxes out at 3d14 at 27 skill) the 40% irresistible wouldn't be relevant due to how low 40% of that damage roll is (1-17 dam [before AC reduction] at 27 evo).
Personally, I do believe the move towards unique spell effects instead of mirroring normal player spells is a good one; but I do think the spellpower curve needs to be enhanced such that it makes greater sense to train evo for wands.
For a really brief proposal:
Make most wands rarer. - This allows number of charges to be a more meaningful limit on their use. (The highest tier; /HW, etc. are probably rare enough).
Increase how much Evocations skill affects spellpower - This allows high tier wands to maintain greater utility if the player is willing to train evo.
Move towards unique wands only - Making wand effects unique from spell effects would make it easier to readily tweak wand damage rolls separately from considering that they are supposed to mirror lower spellpower rolls of normal spells.
With rare unique wands don't be afraid of effects that would be too powerful for spells - This is already true with enslavement, paralysis, digging, etc. I would have no problem supporting a wand of hellfire, if it had similar max charges to Heal Wounds and at 0 Evocations it only did ~3d3 scaling up to ~3d18 at max.