Learn any Mindslayer talent and you get the TK weapon slot for free.
Shooting flame bolts? Maybe you want Wildfire along side that, for extra damage and respen.
If you can afford Wildfire and Fire and Magical Combat, then you're shooting a lot of damage each turn.
To enable Cheat Mode, you can just go to the Options entry on the Main Menu and enable "Developer Mode".
The problem here from my analysis with builds like this (augmented magic combat) is that you are likely to find it really hard to fit in other things like Greater Weapon focus which can be a huge damage increase for Magic Combat (I have gotten GWF to 60-70% proc chance before).
And if you do manage to fit in GWF then you probably are either skimping on something that you may need for defense or you may miss out on something like Conveyance (which IMO is one of the most powerful skill lines in the entire game for Insane+ difficulties).
Even just natively there are a whole lot of skill lines that are really tempting to shove into Magic Combat (Shadow Combat, Lethality, and many others). But for a truly fun and interesting build you need to also cover some defense and utlity bases.
There is where good and solid adventurer builds become really quite challenging. I would agree with Doc's respen thing which is one reason Stone is so much nicer (I know it doesn't fit this idea) for Adventurer because the attack and respen are in same skill line. Just saying this to illustrate the conundrum. You do want respen its definitely good to have along with WF other good things, but this means you are forced into one less cat point compared to some other Adventurer Magic Combat build.
I think you will find things will start to feel really tight or some things you really want come rather late.