I love this topic!
Modern sorcery and its sub crafts: Very versatile, the easiest path to find information on and access new spells. We’ve seen a lot of this in the story so far.
Witchcraft: There’s a reason witches aren’t just overpowering sorcerers everywhere. As Keid said, there are things you give up for what you get in exchange. But you get companionship and extra ability in some particular area. High chances of shenanigans involved if your desired familiar is powerful.
Gestura: Just think Avatar: The Last Airbender but with a lot more work put in to get the spells down and a lot more variety in the eventual effect. A lot of group casting to create powerful effects. This one is probably the hardest of the bunch, honestly. But you get to throw a fireball, run at the speed of a train for half a day in a group with your buddies, or send someone to sleep by poking them in the belly button. And you can create really amazing art of movement, adding visuals and sound to your gestures in some dances.
Animism: Very powerful within their domain, given enough time to build up. You get to pet baby deer and maybe ride a bear or something, once they learn to trust you. But you’d lose almost all your power if your section of forest was chopped or burned down, for instance, and greedy people will always want to be invading your space for the natural wealth and abundance that comes along with this path.
Shamanry: Investigations via calling upon “spirits”, dream walking, and lots of…substances. Summoning and invocations. Quite dangerous but also difficult to get guidance on unless you can find someone willing to teach you directly. There are a lot of charlatan shamans. But if you manage it, there’s some truly cool and “flavorful” magic you could wield.
I’m away from my huge file of notes and I may have forgotten one or more of the more esoteric paths.