Let's see how I can help!
First of all, in case you're unaware, here are some of the commonly used strategies by the meta players. The current meta emphasizes stun-locking the monster, then crushing it with powerful ele-locked nukes, so that's what I will be basing my suggestions on.
First of all, I would suggest switching your no-drop to energy, as it is the element most lacking in exceptional weapons/shields. It may also be a good idea to upgrade your no-drops to the !!! version and align the special to PWD.
Bloodzerker sword is indubitably the best offensive fire weapon we currently have. For a negligible hp cost, it deals +20% damage, and even more when paired with Bloodzerker armors.
The Kindred sword is pretty good for weapon-based attacks, but if you plan on focusing on your spells, Tidal Pen may be a better choice. It's not very good on basic attacks, being 100-proc, but it provides 18% multiplicative damage bonus to your spells - which can be quite noticable with something like the Hydromancer Bloodmage nuke.
Kazemai Athame provides extra accuracy to your wind spells.
Keep Arctic Athame for ice - its damage bonus will come in very handy with Cryomancer Bloodmage.
Bloodzerker's Terra sword is an earth copy of the fire bloodzerker weapon.
For light, I would suggest the Morningstar Cross. It's a 100-proc weapon, but you can click on it for a 2x damage skill - and that damage bonus stacks with Vamp's Beast Form or Bloodzerker toggles!
Voidsplinter compresses dark/harm, making it the best darkness weapon available.
First of all, complete the advanced subrace mission, if you have not done so already. It will give you a second scaling no-drop in the form of your subrace armor, complete with 10 skills including Int toggle, qc stun and a Beast Form that deals increased damage while also healing you. This should be your go-to armor for both darkness and wind.
Mighty UG plate gives bonuses for melee weapons. You'll want the Insightful version for a mage.
Blazing Bloodzerker armor from UR GGBs deals +20% damage on all weapon attacks and has an ele-locked 2x damage toggle, which pairs nicely with the Morningstar Cross' skill.
Hydromancer Bloodmage is an incredible spellcasting armor, giving +50% damage to all your spells. It also compresses an elelocked water spell (which also gets the above bonus), making it the strongest water spell in the game.
Cryomancer Bloodmage is an ice copy of the Hydromancer.
Terra Bloodzerker is an earth copy of the Blazing Bloodzerker armor.
Taladosian still has the strongest energy skill in the game.
For light, you can use either WKZ (strongest elecomped skill in the game) or Lumenomancer version of the bloodmage armors.
For your utility slot, you can either use whatever Wizard robes you currently need, or grab the Assassin Class armor. Its lvl 5 skill, combined with Lucretia's Ambush potion, gives you over 200 Initiative.
At 250 Dex, the UG shield is probably more useful than the shield of Awe.
Cerberus Ward compresses fire/darkness, in order to fit in CIT (+50% damage on all weapon attacks).
Celtic remains the best offensive option for water.
Fujin shield has a Dex drive for extra accuracy.
Cryo Chrono shield may be a better option for ice, capable of inflicting paralysis when you block a hit. Alterantively, you can use Pies. Since Poes now partially rely on Cha, this is pretty much a boost to all your attacks and spells.
Not sure if you may want to switch out CHimeran, but Morningstar harms the monster a little on block, healing you for damage dealt.
When your Luck is high enough, you'll want the Dragon Head shield for the boost to LS rate. Until then, Scarab Shell has a toggle to lower monster MRM.
D-Burst covers fire darkness, and you don't need light or earth spell since you'll deal about as much with weapon attacks in Beast Form.
Tide and Fury are still good enough for their respective elements.
Warmaster's Burst is a slightly better wind option.
Angry Trobble is an energy spell that deals extra damage with every hit. You can also click on it to switch it to a boost your bth for the next few turns.
Purple Rain is pretty much a necessity for the meta. If nothing else, you can pair it with SFP's celerity and Vamp's Mesmerize.
The Imbue spells from the Warrior's Tower can be pretty useful, like pairing Terror Fist with WKZ skill, or Fire Dragon Talon with Horo Show nuke (if you decide to keep that).
Essence of Carnage guest (the Defiant toggle) can heal your mp based on damage you do with weapon attacks. Useful if you run out of mp for spells.
Splosion and Research are situationally useful , so it's up to you whether you want to use a slot on them.
If you intend to continue using the Kindred sword, it may be a good idea to grab the Kindred pet for charge gathering.
Monsters generally die way too fast these days for resist miscs to actually be useful. At most, I'd suggest carrying around Cyclops' Eye to cover all elements.
Rejuvenating Necklace is a staple for any spellcaster, rgening mp based on damage dealt.
Keep Essence Orb and Bell Shell - those two remain useful for any offensive build.
Shadowfeeder Pendant gives you qc celerity, making it a necessity for the meta.
Taladosian Pendant grants +10 Mental Potence, increasing your chances of inflicting Vamp's Mesmerize.
Goggernaut Helm is a cheap bth booster, with a bonus that's not /2 for spells.
Finally, you'll want some kind of an Int misc, like Warlic's Oblivion Sphere to boost your damage. Alternatively, Grakma Harbinger misc can inflict you with Berserk - giving you extra damage at the expense of accuracy. It's actually pretty good for spells, since it gives over 20% damage bonus, and multiplicative too - as long as you're not afraid of missing the monster.
Hope the info's useful and don't hesitate to ask if you have any questions!