Now to your abilities feedback:
Searing light -- Better now it is trap(Well maybe undisarmable) though still same weakness as old and current enemies not dumb enough to stay inside lighted area.
Light well does this job better Btw your old version is good example of good conditional ability, just bonus was too weak. Maybe make damaged target recieve effect damaging in 1 aoe dot. And make it trap if 50% or more energy draining to 50%, or in order to apply effect same condition dunno, Just one tile ground dot looks poorly unless you have ways to hold something on it.
sun's fury -- Looks useless you lose chant just for extra damage There is no big reason to top your energy.
Focused light-- looks too detrimental for you. I'm about energy costs to effect(You are just asking for overflow(Maybe if you have
FlipCircles inherent ability to swap energies hen it is way to squeeze.
Summerstrike too general. What is duration, range or centered, disarm not really useful 1 or 5 turns later, if if something beating you now, even though it has small usage, but until someone rushes, blindsides, shadowstrikes, e.t.c. you. if you want finisher moves make something that locks skill or life statuses, or lowers some stats, or makes in some way enemies vulnurable.
Another way to strap it to onging effect. For example (Disarms each turn your positive energy not max. Or disarms each torn until your positive energy reaches max) More useful.
Lunacy extremely strong for lvl 1 ability. Yes confusioon chance is low at first. Mind damage doesn't fit anorithils already too large spread in damge type,make it twilight (Darkness light damage)
Crescent Dunno what to think looks like weaker corona(that one triggers alot). But it is aoe on other hand, though hard to control.
False light Looks fun to play with it. has no cost written.
Winter storm Interesting but again mind damage is bad for anorithils for one more reason it can be partially resisted with mind saves, and your mind power is low. No cost written.(Thought similar effect to summer strike but this makes quite interesting play.
Twilight looks like taken from Empyreal addon similar effects, different stats.Would be good though if it was in fact drained resources at this point would be much better for build diversity.
Balance just hard to control skill make it direction target-able to lift at least fact that critical enemies appear in wrong half.
Even then considering unstable gameplay, tide may change and you don't have correct spells to use.(idea to make it reduce resists to element you used before this spell dunno.
Celestial affinity nothing to say looks generic, but somewhat useful.
Eclipse all talents too hard to use. Essential for not topping energies too fast, but still usable not too often. Anyway feedback.
Penumbra -- Is generally bad totality: no damage penetration, when you need refresh at current state you would have at least one resource bar >50% most likely. Hardly you would ever be able to use it
Lunar Eclipse -- Just bad providence unless you don't plan to rip this class from celestial/light. Can't be always used when you need it, Most likely you would float wrong resource. If it had stat or some other fun offensive, or secondary defensive ability. (I'd pressed button if it was 0 turn for some builds)
Sollar Eclipse -- Same thing but at least you may afford spend turn lining up your energies.
Corona -- pretty interesting idea which not makes it bad outright bad or worse then current. Though 3 points tax and 1 category point tax to slightly mitigate your extreme generation levels is harsh. Though I like that barrage on deactivation. And there is no good source of criticals.
sollar eclipse too Coincidential though again same reason you may spend extra turn for extra damage.
Last gripe resource flood. You'd have to spread quite thin lowering build diversity. May be helped if you have inherent resource flipping ability.
In fact I'd named your class as star seer. Or astrologist would be quite fitting and good addition.
No Resource management classes not necesary like drawn out fights. More often then not other way around(Corruptor is example, you need to finish fight quick before resource tax gets out of control, and as passive defense bone shield, slow,deseases, damage). Given how celestial resource work, management class may work and may work for drawn out fights. But here is problem either you lifting your defenses and reacting on threats or managing resources something should be a priority. It is hard to do both. So you need either strong and universal passive or semi active management talents and active defenses, like current anorithils, or management abilities with strong and universal passive defenses(whole bunch of sustains, plus pins, stat drains, e.t.c.).
(Same goes with paradox mages which are more control/management type they have huge defenses, new one even more)
Yours is just over board management without defenses to supply it.
Btw you really just should play current anorithils they are quite strong. (I played them without even auto casts

. Looks like exploit.) And only gripe is floating positive energy making most sun light skills useless, and after new sun paladin just useless.
Have you played with them(asking not as insult) it is just most of your abilities somehow not feel anorithil like. When I played Edge's rework of sun paladin I felt familiarity, same with his other class reworks. He took best abilities, maybe changed them a little bit, but flow left same. His most rework was on useless abilities that are not worth of using like knockback for melee.
Even with temporal wardens and paradox mages he made but not yet released. I feel familiarity, and can do most things I could but better easier or in different way, while getting more fun stuff to play around. Even my favorite gather threads+premonition combo haven't gone anywhere, it just shifted to paradox. And you can still make lvl 5 (80 Spellpower elf staff yeek paradox mages). You need love to play this class to rework it and not lose its identity and understand what bothers others who don't like to play it to make them like it after rework.