Since the creation of the enchanting system, many combinations have come and gone and what we have today is a subset of the initial set of possible enchants. When they were first created, the enchant recipes covered reasonably well all the existing aspects, but with the removal of many of those, today this is no longer true.
In the current situation there are some aspects which are over used, and some that have literally zero recipes tied to them.
To be more specific, this is the current situation for each aspect in how many combinations it is used:
Primal Aspects:
Mind: 7
Body 14
Soul: 8
This here is the first issue. For those that didn't notice, all combinations have always one and exactly one aspect from the 3 primal ones. Now, here there isn't a real imbalance, because Body contains all the Resist X enchants, which we may consider as a single enchant type.
Manipulation:
Transform: 11
Negate: 8
Create: 7
Destroy: 0 !!!
Transfer: 2
Same concept as the primal aspects. All combinations have one and exactly one manipulation aspect from these 5. In here we can notice that all combinations that originally used destroy, are no longer existent. Most of the ones using transfer have gone as well. Right now, destroy on a reagent is completely useless. Negate contains mostly all the resistances, while transform and create contain almost all the combinations.
Universal:
Air: 3
Earth: 1
Water: 2
Fire: 2
Chaos: 10
Time: 4
Death: 2
Life: 3
Order: 10
Energy: 14!!!
Knowledge: 6
The other 2 aspects of the enchants come from the universal list, and here too we notice some serious imbalance. Most of the elemental aspects are almost not used (especially important now that we have legendary reagents coming from elementals). Similar for death and life. At the same time, chaos order and energy are grossly overused.
Luckily, rebalancing them isn't that difficult, because you do it separately from Primal, Manipulation and Universal aspects. At the same time though, the aspects have been clearly combined to provide a reasonable combination for that effect, and I would like to preserve that as much as possible. You also need to avoid duplicating combinations. In particular, I would propose the following changes:
For Primal:
No changes needed here
For Manipulation:
Accuracy, Critical Chance from Transform to Destroy
Cooldown Reduction from Transform to Transfer
Critical damage from Create to Destroy
This would give a bit of value to Destroy, and a little more use to Transfer. It would leave us with Transform having mostly all the stat bonuses and evasion. Negate would have all resistances, willpower and fortitude. Create would have many of the niche ones like lockpick, stealth and detection, plus 2 more generically used like mana and endurance. Destroy would have 3 generically used ones and transfer too. They would have around the same weight in total.
For Universal:
We clearly need to knock down a bit the value of Energy while giving to elemental aspects. I would move Bonus Endurance, Strength and Health Regen from Energy to Earth. Cooldown Reduction and Luck from Energy to Death.Dexterity from Energy to Air. Willpower from Energy to Water.
Bonus mana from Order to Life.
Critical chance from Chaos to Fire and Critical Damage from Order to Fire.
Lower Mana Cost from Order to Water.
Detection from Chaos to Air.
WIth these changes, Energy Chaos and Order would still be the most important universal aspects, but at least some dignity would be given to air, fire, water earth, life and death.