Hemingway had a few suggestions in the comments to my Mohsar list, and I feel they're worth commenting on.
There's one rule of thumb that dramatically improved my game with Mohsar (to the point that it's warping my local metagame): don't cast Sands of Fate unless it's an assassination run.I figured that one out on my own. There are several casters in the game with "trap" spells, that supply abilities that look incredible on paper but actually reduce the amount of options you have in a turn, and Sands of Fate is one of them. This shouldn't be much of a problem with the release of Gallows Groves anyway.
Your third heavy really needs to be Megalith. The animus is an amazing force multiplier and a great denial tool to stack on top of pillars, while Geomancy lets you put Curse of Shadows onto an important targetThat's very interesting actually. I discounted Megalith with pKrueger because PS 16 on his fists is ridiculously low for an eleven point heavy, but with Mohsar he can Geomancy Curse of Shadows on his target before he goes to town (or have Mohsar put it up if he needs all his Fury to buy attacks). He's also the perfect target for Maltreatment in the first round, and will allow Mohsar to put up all his spells and still have Fury left to put down some Pillars in the first turn.
Mohsar the Desertwalker- Gorax- Megalith- Shadowhorn Satyr- Warpwolf StalkerDruids of Orboros (Leader and 5 Grunts)- Druid of Orboros OverseerShifting Stones- Stone keeperTharn Bloodweavers (Leader and 5 Grunts)Blackclad WayfarerBlackclad WayfarerGallows GroveGallows Grove