Alright, thanks you guys for the added info and stuff, it is helpful. My original idea I had for spells was get an area effect high level combat spell to use as an 'oh shit' panic button type deal, with my thought maybe being comet. It does seem that the general consensus is Health and Manipulation spells are the ones to focus in on as a way of helping the entire group in multiple ways.
So bearing that in mind, Mentor Spirit seems like it needs to bought, so looked at different spirits past Firebringer since it is top tier for the build.
Bear could be cool, but feels like a situation you gotta build even further around your mentor cause of the possibility of berserking. +2 Health
Dolphin has a lot of stipulations with its disadvantage, for the bonus I'd look elsewhere. +2 Health
Gambler I feel like with this build you'd go for the Palming bonus to hide stuff on you. +2 Manipulation
Monkey I feel like you can't really do a stealth or leave traps without incurring penalties that could hurt the group. +2 Manipulation
Raccoon can be cool in a similar idea to Gambler, just have to deal with more of a klepto mind than an easily recognizable face. +2 Manipulation
Rat is cool for grabbing and using any type of reagent from different traditions so if you kill and pilfer a mage, can use it immediately. Harvesting
The Alt Rat is honestly worse in comparison. +1 Health
Raven is helpful if you plan on taking a higher Charisma, which kinda goes against alchemy cause of how many attributes needed. +2 Manipulation
The Alt Spider is pretty cool with stealth options and the idea of planning be a huge deal for the follower. +2 Manipulation
Honestly, Firebringer is a good catch all, I agree with you guys, I'm just looking at fluff instead of min-maxing here. Not to say that min-maxing in other aspects of the character isn't needed, I mean hell this is specialized heavily. BUT! I feel like you can swap it.
Bear and Monkey I feel like need to be more physically aspected mage. Why? Bear is good for possible damage reduction, but always have the possibility of zerking out and getting into a bad situation, where as with Monkey you are a trickster and if you get caught, its gonna be rough and you feel the need to have fights be fair, with you staring the person in the eyes while putting the knife in them(just a phrase, not necessarily needed).
Gambler and Raccoon are almost the same, just Gambler makes it easier to be remembered and recognized while Raccoon you have a tik about seeing if there is stuff to steal behind locked doors and such, which could become a problem if you open a door and an enemy is there to pull the alarm.
Raven is only good if you are looking to add face skills to your enchanter, otherwise you have better options I feel at least cause no points in con would make the +2 kinda useless. But then you have to have a higher Cha while you are trying to have a High Log, Will, Int, and Agi most likely.
Dolphin is way to restrictive I feel honestly.
The rest is mostly based on being sneaky, but if you go into this route, you have to talk with your group. Rat you may run away to keep your own skin safe and you have a bonus dealing with reagants, but you sacrifice 4 dice and I don't think thats really worth it with how reagents work within alchemy. Artificing would be interesting though with a Chaos Tradition with all of the different reagents you can mix and match. If i had to choose between this or the Forbidden Arcana Rat, I'd go with the original hands down though. Forbidden Arcana's Spider though is honestly great, with the dice you get helps with the disadvantage I feel, but you have to talk to the group. If you are playing in more Pink Mohawk games, that -2 to all dice is really going to hurtful since in these games I feel like you improvise a whole lot more and tend to not have a plan, but that might just be my experience.
Did I miss anything or get anything wrong in this analysis?