Hi LordOfWinter. Welcome to the forum. After that first post, it gets easier. You'll find this forum is a very friendly place to discuss the game.
Your pool is 1 Core + FvW so I won't refer to CoK cards. I'll assume your regular opponent has the same pool. This means you won't face Eagleclaw Boots, Wizard's Tower, Guardian Angel or Enchantment Transfusion - which is a big deal. However, you must be able to cope with your nemesis, Iron Golems.
Firstly, I''m no expert at Forcemaster (I dislike d12 rolls). I always end up unsatisfied, seeing inefficiencies in the final build. If I build aggro tempo with lots of buffs, I end up with a less efficient version of Beastmaster. If I go control, I end up with a less efficient version of Wizard Mana Drain. I suspect the Forcemaster was designed to excel as a hybrid "aggro-control" (certainly not that aggro monster with multiple Battle Fury via Thoughtspores and multiple Hands of Bin-Shalla). This aggro-control archetype is very challenging to play as, depending on the opponent's strategy, you need to know which tempo to play, either faster aggressive or slower more control. You need to read the game very well to play the reactive toolbox game.
I believe there are broadly 3 variants of Forcemaster builds. I detailed them in this thread here.
http://forum.arcanewonders.com/index.php?topic=13070.msg23475#msg23475Before we build a Forcemaster spell book, we must identify: what are the unique strengths of the Forcemaster?
1. Thoughtspores confer incredible versatility, like flying wands, granting a burst of extra spell actions (though not always consecutive like with Wizard's Tower). Realistically, you will have at most mana to cast 2 spells in 2 Spores + Battle Forge + Quickcast (using your action to move and attack). You don't need too many Spores as they don't synergise with Obelisk or Orb. But Spores like all familiars are very fragile and lack the innate defence of their Legendary cousins. If you bind valuable single copy spells like Teleport or Sleep, you should protect it with Bull Endurance, Regrowth (effects like Pestilence Idol) and Block (bursts like 2x Hurl Boulder). Unavoidable attacks will bypass Block but are all range 1 (Surging Wave cannot target flyers) so Spores are best bound with versatile range 2 spells (Invisible Fist only range 1). Ranged units must be killed as a priority! Finally, flyers are a threat and Jet Stream is the most cost-efficient spell against flyers, hopefully pushing them away from attacks on retreating Spores. I bind Jet Stream against a Beastmaster anticipating 2 fast Falcons (Tarok is rare). Major flying threats (Lord of Fire, Angel of Light) will need to be solved via your Mind Control (between actions) + Obelisk (Final QC) trick.
2. Avoiding Attacks is a Forcemaster strength using Forcefield, Deflect, other Defences and Blocks (which protect Spores). This means armour is less valuable for her. But as she is "almost Solo", she leverages equipment via Forge and so there is no harm in having some free action equipment armour. It also means damage barriers are anti-synergetic (Circle of Lightning is better than Circle of Fire in most instances, especially against nemesis Golems, due to its control effects as barriers deal little damage). Given a choice, Dragonscale is the preferred armour due to Warlock match-ups (Lash, fire Demons, fire attacks more common as more damaging).
3. Neutralising Threats is a Forcemaster strength using Psychic spells such as Sleep, Charm and Mind Control. Mind Control + Obelisk trick has been widely discussed recently. Sleep is great against popular Few Big strategy. Charm is best revealed (between actions) on aggressive non-flyers like a Wolf Pet or Slayer Bloodreaper but also requires Mongoose Agility as they can always guard and still hinder. You can't commit to too much Psychic spells though as then you'll have problems against Nonliving, most of whom are Psychic Immune.
4. Positioning is a Forcemaster strength using Force effects like Force Pull, Force Push (cast on self facing swarm or Big threat), Force Wave (best used by other mages, moving range 1-2 units), Force Hold (reveal anytime for total 3 cost with ring to deny a move and attack, upkeep 3 to force a Dispel) and Force Crush (endgame win condition after opponent runs out of Dispels on your many enchantments). Linked to this is Cheetah Speed (you already noted is great for Forcemaster) and Mongoose Agility, both these 2 mobility buffs synergise well together, allowing you to kite around the arena (as you have only 2 full action spells), and the latter also synergises well with Charm. In essence, the Forcemaster is the monk-like guerrilla fighter, a skirmisher using hit-and-run tactics with her superior manoeuvrability.
5. Galvitar as a cantrip (unlike Lash or Staff of Asrya) is a Forcemaster strength. An inherent ethereal attack (precious Dissolves are never wasted on it) that is either +2 penetrating or can sweep or doublestrike needs to be built around. Thus Vampirism, Falcon Precision, Bear Strength, Hand of Bim-Shalla and multipliers like Battle Fury and Retaliate lets you leverage this excellent mage exclusive weapon. Make no mistake, Galvitar is your cutting edge because your hardest match-up will be a Wizard (currently dominant) and Invisible Stalker dies to Zap (also flawed in Obelisk builds as you need to have more actions to act last every turn, yet Forcemaster plays very few creatures).
Anyway, I've tried to adjust your build to something a bit more effcient based on your card pool. Some cards you chose are simply not good (Defense Ring, go Temple of the Dawnbreaker instead if you must), some over-costed (Force Bash), some double-edged (Wall of Pikes). I think I've explained all the other changes when detailing the Forcemaster's strengths.
Most of your build is there intact, I've just made a few changes here and there (and spread the build very thin to provoke ideas). Hopefully, this variant will get you thinking about how you would like to evolve your own build to fit to your own unique individual customised vision.
Versatile Forcemaster (1 Core + FvW only)
12 EQUIPMENT (25)
1 Dancing Scimitar (2)
1 Dragonscale Hauberk (2)
1 Elemental Cloak (2)
1 Enchanter's Ring (2)
1 Force Ring (1)
1 Galvitar, Force Blade (3)
1 Gauntlets of Strength (2)
1 Leather Boots (1)
1 Mage Wand (4)
1 Moonglow Amulet (2)
1 Psi-Orb (2)
1 Regrowth Belt (2)
4 CONJURATIONS (12)
1 Battle Forge (4)
1 Hand of Bim-Shalla (2)
1 Mordok's Obelisk (4)
1 Suppression Orb (2)
2 CREATURES (4)
2 Thoughtspore (4)
23 ENCHANTMENTS (49)
1 Bear Strength (2)
2 Block (2)
2 Bull Endurance (4)
2 Charm (4)
1 Cheetah Speed (2)
2 Decoy (2)
1 Falcon Precision (2)
1 Force Crush (3)
2 Force Hold (4)
1 Force Orb (1)
1 Force Sword (1)
1 Forcefield (4)
1 Mind Control (6)
1 Mongoose Agility (2)
2 Regrowth (4)
1 Retaliate (2)
1 Vampirism (4)
13 INCANTATIONS (26)
2 Battle Fury (4)
2 Dispel (4)
2 Dissolve (4)
2 Force Push (2)
1 Minor Heal (2)
1 Purify (2)
1 Seeking Dispel (2)
1 Sleep (2)
1 Teleport (4)
2 ATTACKS (4)
1 Force Hammer (2)
1 Jet Stream (2)
I want to stress that the above is a VERY ROUGH attempt. It just feels too versatile and unfocused, trying to do too much at once, dabbling with a toolbox of solutions when you should focus. This can sometimes work but the book needs a deep level of understanding, both how to execute its own game plan and how best to counter the opponent's game plan. But the above book serves a purpose in demonstrating some of the synergies you can focus on in your own build and some of the contingencies you need to plan for.
I just don't feel comfortable playing Forcemaster. I feel more comfortable with a more focused strategy. Maybe the simple brutality of the out-of-school route (see Grizzlies thread below this) is currently the best Forcemaster build? A hybrid versatile build like the above book is about "winning with style", requiring a lot more finesse. If this appeals, then this "almost Solo" build is the challenging archetype for you.
Good luck evolving your Forcemaster build. I'm no expert with her. It would be great to hear from an expert how best to play Forcemaster.