More Anomalies
Some thoughts off the top of my head, on the lines that Anomalies should be a little more dangerous on average, but also mostly entertaining... and also easy to code ideas, as I like those...
-Invoke Zero Gravity over an area temporarily.
-Similarly, mass very low damage Gravity Well over an entire area. Mostly for the mass pin.
-Mass Fade From Existance, or whatever it is. The resists up/damage down ability. No damage for anyone.

-Mass timed effect that sets the speed of everything in range to 50%, irresistably, for 10 turns. Sure, not a problem, unless you need to run and meet someone that wasn't in visible range before, or unless you were abusing Haste/Slow.

-Uncontrolled temporal reversion, that combines TBTC's status along with Body Reversion's heal, on self only. (Or mass, I guess.)
-If a timeline splitter is in effect, revert to when it was cast(no matter what it was!) and remove any special effects it could cause. (This one's probably hard to code though.)
-"You cross timelines violently!" Could be done as a Fearscape style small room-you temporarily find yourself in a random terrain area with a random monster type for a short period, before reverting back to where you were at the end of the effect.
More Focus on Control and Less on Damage
-Damaging single target teleport spell that you can control your enemy's target space at L5.
-Field around you that causes projectiles in it to generate low Temporal damage projectiles (Particle Wavelength Diffusion? It's hard to come up with a fluid name for this.) headed towards the same square.
All projectiles. Including enemy ones. Leveling it up could let it deal damage, maybe slow or deflect enemy projectiles, and/or make the added Temporal projectiles explode in small radius.
-Gravity could use an overhaul in this regard, as the area control is the best part of it.
Gravity Spike is fine, but might I suggest a Repulsion Blast that, in addition to its current effect, essentially generates the current Repulsion Field? Scaling down the latter's duration and radius would be a good way to balance that, and both skills are underused right now-combining both into a defense/offense move would work really well.
Additionally, there's a simple fix for the now empty slot; Shearing Bolt, a damaging bolt+explosion that digs, producing a digging explosion at the end. (Or if you are feeling ambitious, a ray that shoves walls around in addition to damage, allowing you to hit people with walls for high damage if they are behind a wall.) Or you could just use this to toss the black hole idea into Gravity.
-Terrain creation? I want my big poofy purple temporal rift walls. Optimally, really uncontrollable areas of them with lots of holes, over a decent size radius.
-Weaponized Paradoxes? Is it possible to have a spell simply cast a randomized Paradox with the friendly fire flag on?
Some Summons
I like the idea I mentioned a few nights ago; A spell that summons a single Telugoroth, and has a 10%~ chance of a Paradox, but has both the summoning amount, duration, and power of the summons(gaining a Greater and eventually Ultimate in addition to several normal Telugoroths) go up, but also the chance of a Paradox. Makes it a good L1 and a very strange way to both heal Paradox and escape from situations at L5, if made strong enough.
I like the idea of Temporal Clone becoming weaker, if anything, but being able to clone multiple targets(Over, say, Rad 1 at L3 and Rad 2 at L5). It doesn't have to be a big area to be interesting, and it doesn't really need to hit anything above Elite then. (If that, even.)
Paradox Clone, as entertaining as it is, is too overwhelming for the player to be comfortable with. How about Timeline Clone, a version of it that has a 50% chance of producing a near-clone of you, and a 50% chance of producing a totally weird version of you with a generated random class set? You could make this even weirder if you want, with low chances of you as a Lich or an Elemental or something. There's a lot of potential with this idea, depending on how wacky you want to make it.
For a fourth one... hmm, here's an idea in general; You're planning on Void elemental stuff as a possibility, right? Why not have a Void elementals summon that, in passing, also creates a rip in space that removes tiles in a random area if it slices through it, and does constant Void damage? So it's sorta a DoT+area control+elementals, but not necessarily that good at any of it, and optimally irregular area like Creeping Darkness, etc.
Clean Up Temporal Wardens
Give Temporal Wardens a Unique Playstyle
I rather like the idea of the one unlocked base category that works for melee or archery, then two locked high end ones. Otherwise, dunno what to specify here, TW is one of the few classes I haven't cleared with(I have played with one; Right now they play like Archers pretty dominantly though, which is indeed a problem.).
I feel like they need some dedicated offensive magic (if not necessarily good offensive magic... fast projectiles are not optimal, but some form of magical projectile is.) if they're really going to go for magebow, and optimally Celerity needs to not crowd out dualwielding(since right now, bow/staff is already a very common setup for them).
If Celerity could grant a third swap slot, that could be a fast and optimal solution.
Better Paradox Scaling
I think I've already talked over this a lot.
So yeah, that's it off the top of my head.