For Inferno Magics I'll admit that I kept them as an old hold over from the previous Blood Act under Warden's rule. They were basically suppose to symbolize how a demonic essence can corrupt everything, even the archanite itself. But as CQBexpt said, removing Inferno Magics will change Demonomancy, at least at a master level. After all one cannot actually access Inferno Magic without the aid of a Demon, and one cannot master it without Falling, a risky price to pay to master the magic of demons. That being said, I can concede that Inferno Magics is essentially "Demon Archanite" and will have much, much more power if one was actually in the Inferno. Because then you can manipulate everything in there.
So Inferno Magic needs revamping, and I'll be sure to discuss it with Fallen, Rtron, and anyone else who is concerned about using Demonomancy. That means you CQBexpt.
As for Herbmancy I've actually did a revision of it some time ago, I'm not sure if Fallen had posted the revised version. Here it is for those
curious.
For Psychomancy, I will make this much clear: The intent of Psychomancy, and indeed the intent all Mage Bloods should do (But Psychomancy does better at unfortunately), is to
be an unconventional offense, while at the same time lacking any hard defense against other magics aside from "Getting out of the way". And Psychomancy does nothing to provide additional mobility unlike say, Geomancy (Tunneling) or Aeromancy (Flying). While there is no "Ultimate defense" against all magics, one could see how perhaps a strong earthen barrier would at least be able to repel most attacks. But Psychomancy isn't a physical attack, and so a wall of stone would do nothing to it aside from block one's field of view, which at least removes the sight requirement.
Psychomancy lack any direct damage dealing at the beginning compared to some magics, as even Herbamancy could manipulate plants into strangling you. At the beginning Psychomancy can only fool and trick you, and the act of harming either comes from your misdirection or your active involvement. But at the end of Mastery, Psychomancy indeed does do a lot of damage, and generally without even making physical contact (Because Psychomancy never does physical contact). More so since unlike say, Pyromancy or even Demonomancy, one can't shrug off Psychomancy by being physically stronger.
Now Wards can indeed be picked up by those without Psychomancy, even nonmages. The only trouble is that they are not naturally occurring defenses except by those who have to deal with Psychomancy. Which yes, typically means psychomancers themselves. Now Free I understand that you're concerned that this essentially means that unless one is an actual psychomancer, there isn't a different way to counter or resist the effects of psychomancy. It gives Psychomancer the ultimate offense since no other magic would have any reason to develop wards except to counter Psychomancy. Fallen's suggestions at least provide some caveats: A psychomancer needs line of sight, and there's a reason why I wrote a large section for Wide and Focused concentrations. Wide is more "Weak AoE" while Focus is "Single-Hit Nuke".
But another issue with psychomancy is this: What other sort of defenses do you think would make sense against a Psychomancer? How does one measure "Will Power", if that's going to be a factor? What sort of materials should be naturally resistant against a Psychomancer's attack, and what prevents this same material from making one immune? I offered tin foil hats, and as silly as it sounds, they at least drop a hint of Psychic deflecting materials.
But perhaps you're asking for less material things. Again, what would you suggest being a viable, believable source of defense against Psychomancy? As it stands, it's not until at higher levels that one could Dominate the minds of other into controlling them directly, and tricking the enemy into say, running off a cliff or attacking their friend is pretty much the only way Psychomancy gets anything done without requiring the mage to do it themselves.