Back to your magic system and explaining how it works, the concepts in role master of essence, channelling and mentalism work quite well.
Essence being the magical force that permeates the world in a swirling flow. This gives rise to areas of power and lack there of.
Channelling is a connection to your God and is dependent on your Faith.
Mentalism is drawn from your inner reserves of Will.
The flows of essence allow you as a gm to cap active effects in certain areas as a basic limitation on all essence spells. This can be useful to push players to adapt their play style dependent on their location in the world. This also allows you to introduce less powerful enemies that pose new problems for characters used to weighing in with 3d6 RKA, 2" rad fire balls when confronted by a goblin patrol.
Channelling is dependant on your connection to your God, which introduces the notion that failure to adhere to the tenents of your Faith reduces the effectiveness of your magic. As Prattchet fan the notion of small gods might be fun. All God are only as powerful as the number of followers they have. This leads to priests of major religions having access to large active point spells but having a God who takes very little interest in you except to punish your transgressions. Where as as the last worshipper of a small God your spells are limited in power but your God really takes an interest in your daily life. Perhaps granting abilities not generally open to the standard priest.
Mentalism could run from an internal endurance pool with average active effects limited by your ego with the ability to push for an endurance multiplier.
When drawing your maps add the essence flows as an over lay this adds picking your ground for a battle super important for mages. This can also explain why a magic rich world puts up with those dark cultists on their door step, since they naturally set up camps where the essence is weak and their channelled powers are unafected.
The actual interactions and history of your pantheon of God's is less important than how they interact with the world and pc's. If you create a basic out line you can fill in the blanks as you go. You just need to note the new information for consistency. So you don't need to know how much the spider God of the deep dwellers likes the God of objects jamming the kitchen drawer at the concept phase but just how annoyed he is when the pc who worships her is when he steals the 8 point ruby eyes from the giant spider golem he sent to protect his temple.
Try not to kill your self getting bogged down in deatail, and definitely acquire a copy of the old shadow world box. If you insist on going the hole hog look at space master planet creation for calculating average rain fall and temperate zones. Some traveller source material covers this as well.
Good luck with your project