Not sure if this will even work, but...
No action markers or quickcast action markers. Destroying a spawnpoint causes an appropriate card in your hand to be discarded.
You can only cast spells on your turn. Nonmandatory enchantments can be revealed at any time. Mages do not channel normally. Instead their controller can remove a card in their hand from the game to gain mana equal to its mana cost. When you do this, each nonmage object with the channeling trait that you control (spawnpoints and familiars etc.) gives your mage an extra mana that you can only use to cast the kind of spell it says on the spawnpoint or familiar. For instance, if you discard a timber wolf while you have fellella in play, you will gain 9 mana that you can use for anything, and another 1 mana that you can only use for casting enchantments (not revealing them). The spawnpoint or familiar is still considered the source of the spell.
There is no deploy phase. Spawnpoints use ready markers. Familiars give you an extra action that can only be used for the kind of spell it says it can on their card description.
There is no first or final quickcast phase, though. When you run out of cards in your deck, shuffle the cards in your removed from play zone and use this as your new deck.
Draw one card a turn, with the option to remove it from play and draw again as many times as you like.
I'm not sure what else to add, just that this seems really clunky. The stuff I thought of doesn't look like it will run all that smoothly, and I'm not even sure if it's possible to balance properly with mage wars cards. You're probably better off waiting for academy to release later this year. I demoed it at origins a couple days ago, and I can tell you that it is basically what you are (probably) looking for in the OP, except better.
Although it might help to say what your requisites are for considering something a "traditional card game" (you mean like a CCG?). What kind of game would you want it to be? How would it feel to play? When you imagine this format, what are the particular reasons for each design choice? For instance, what are your reasons for wanting it to be 7 cards in hand and drawing each turn from a randomized deck? If it's because that adds to the "traditional CCG" feel for the sense of familiarity, and you're trying to maximize that feel using mage wars cards, like trying to combine the nostalgia of your childhood MTG experience with the novelty of mage wars, then it might make sense. But if you would rather go for something that has only just enough of a CCG-like feel for the sake of shorter, simpler gameplay and still be balanced and still feel like mage wars, and that you can convince your friends to play, then it doesn't make so much sense. One of the defining things in mage wars is the strategic freedom and control that comes with not having to rely on card draw. If the "seven cards in hand thing" is for reducing analysis paralysis, try just reducing the size of the spellbook, or keeping the spellbooks organized by type and mana cost.
If it's the first option, the "nostalgia" route, I would suggest trying to make a fusion of magic the gathering and mage wars so you can play both kinds of cards together. People have done it with yugioh and mtg and (IMO) to great success. It probably would be difficult to do if not impossible with the base game (because of movement and stuff, not to mention you'd have to find some way of randomizing the attacks from mtg creatures as dice rolls, otherwise the balance of a lot of mage wars creatures and attacks gets a bit out of whack.
If it's the second option, the "shorter, simpler gameplay that I can convince my friends to play" route, you're better off just waiting for Academy to come out later this year, or just playing in apprentice mode.
A lot of the things you want to change, like having a deck that you shuffle and drawing 7 cards a turn, and changing the nature of certain traits either just doesn't work well or isn't necessary for a shorter version of mage wars with more of a CCG-like feel. (even with a more CCG-like feel, Mage Wars Academy is still Mage Wars and still has much of the basic design that makes the regular game so great, but in a simpler form. I'm not sure I can explain right now the ways in which it feels like a CCG and the ways in which it doesn't, since I don't know how much I'm allowed to talk about the Academy demo to people who didn't go to the convention, since even though they were willing to demo it for anyone who was there, they didn't want me to take pictures of it. (From what I understand it might not end up being the complete version.)
Hey, Arcane Wonders! How much of what I saw in the academy demo at origins am I allowed (or perhaps recommended) to talk about on the forums?
Thanks!