I would suggest pulling some points from Dex and/or Luck to max out Str and Int. At 200 Int you don't have enough mp for 4 spellcasts, and overall having your MainStat maxed out helps both in damage dealing and status infliction.
The current meta focuses on stun-locking the monster, then beating them with powerful elecomped skills, so that's what I'll be focusing on. Check out Commonly Used Strategies page if you want to see more powerful synegies and meta tactics.
Finally, before going after anything else, I highly recommend picking up Essence Orb. This misc allows you to convert hp into sp without costing a turn - and that allows you to spam skills and nukes basically every turn!
Now, without further ado:
The best energy weapons are currently rare - so make Energy your no-drop element. Most FO builds also align their Awe special to PWD for that 4% insta-kill chance.
Bloodzerker Sword series from the Rare GGB are easily among the top weapons in the game, as they pay a minor hp cost for a 20% damage bonus. There's also Lorekeeper's Oath in LTS, which toggles to deal harm damage.
Water actually has quite a few good weapon options. There's a Hydromancer Bloodblade (a functional clone of the Bloodzerker Blades, great for both attacks and spellboosting), the revamped Kindred sword for a chargable autohit and Blade of Thronful Rose from your Vault that has a clickable skill for Bloodzerker / Beast Form synergy.
The best wind weapon is premium, so youmight as well keep the Airenal sword.
MagnaBlade is the only remaining weapon in the game that gives you +30% damage (at the expense of taking +25/1.4% damage).
Terra Bloodzerker sword is an earth clone of the Blazing one. There's also the recently revamped Troll Club with a Berserk toggle, which deals even more damage, but at the expense of your accuracy.
Your Zealot's Wrath is great as a standalone weapon. Another option would be the Morningstar Cross. Being 100-proc, it's slightly subpar for regular armor attacks, but you can click on it for a 2x damage weapon skill, which has great synergy with Bloodzekrer armor toggles.
If you didn't get Lorekeeper's Oath, Voidsplinter Tether or Sunderer give you a source of harm damage. Otherwise, Agony's Embrace gives you a 15% damage bonus.
Blazing Bloodzerker pays a small hp cost to deal +20% damage and has a toggle that locks your attacks to 2x armor element damage - great synergy with Morningstar Cross or Blade of Thornful Rose.
Hydromancer Bloodmage (your Vault) deals +50% damage with all spells for an hp cost and compresses a powerful water spell of its own.
Grenwog Rider from UR GGBs toggles between wind and earth forms and has skills for both of those elements. Wind skill in wind form GR has a fairly high elecomp, making it one of the better wind nukes. Alternatively, just use the Golden Horror werepyre variant.
Horo Show (also in your Vault) is an old standard armor, meaning it has a skill with a really op elecomp bonus to damage. Alternatively, there's a Cryomancer Bloodmage in URs.
Earth has a Terra Bloodzerker.
Your Taladosian robes are still the strongest for energy,
Depending on whether you prefer skillcasting or spellcasting, you can choose Lumenomancer Bloodmage or White Knight Z (strongest old standard armor).
Your subrace transformation should cover darkness.
Grakma is fairly good, and Celtic is still the best, so keep those.
Fujin set shield has a Dex drive, increasing the accuracy of all your attacks.
There are quite a few good ice shields, but the one I would recommend is probably Pies. Its Cha drive would provide a small, but useful boost to your pets, as well as a slight damage boost via dunamis/poe guests.
Chieftain's Ironthorn has been updated. It no longer gives the op *1.5 damage boost, but it does function as a top-level earth shield and has a Str drive to increase your damage.
Golden Dragon Head shield gives a boost to your LS rate. Otherwise, Scarab Shell has a toggle to lower monster MRM, which would increase the accuracy of all your attacks.
There's nothing particularly outstanding for darkness, so just get Lantern of Souls for a small chance to autoblock any hit,
Your first UR priorities are Summon Poelala and Call Dunamis spells. They summon guests that deal no damage, but boosts the power of your Magic and Melee attacks respectively.
There's not much point in using pure damage spells - your armor skills, and even just weapon attacks in werepyre Beast Form would deal as much if not more damage. Maybe pick up D-Burst for use in Cryomancer/Lumenomancer Bloodmages.
Archmage Research or Runic Binding can give you a source of harm damage if you couldn't fit one into your weapon slots.
Sizzler Splosion deals less damage than a standard earth spell, but autohits - which may come in useful against high MRM wind mobs.
Purple Rain is one of the most useful meta spells, to the point where there's an entire strategy build around it (see Purple Rain Loop in Commonly Used Strategies linked above). It acts as a save point - cast it once to save your current sp/mp/hp, then cast all your buffs and debuffs, then cast Purple Rain again to return your sp/mp/hp back.
Imbues are certainly worth a look, They change the element of your next weapon attack or skill (not spell!) to a different element and often come withother nifty benefits. For example, you can use Fire Dragon Talon on Horo Show nuke to deal fire element with +50% damage bonus, Dragonslayer Aura to deal Void damage against dragons (great synergy with Dracomorgify), or use Terror Fist with WKZ to get a powerful darkness nuke with some CC utility.
Keep the Furious Trobble - it may come in handy for the PR loop.
Poelala pet is one of your first UR priorities. Keep it equipped whenever you attack with magical weapons.
Dunamis pet is, unfortunately,premium, so here are some utility and effect options in its place:
Underwyrmling is the only pet in the game that can attack monster sp.
Kindred pet can gather charges for your Kindred sword.
Frozen Effigy can toggle to Freeze the monster, great synergy with any fire nukes.
When the Void rotation circles back to it in a few weeks, you'll want to pick up WoolZard, a pet that toggles between inflicting Sleep and EleVuln and can increase the infliction chances for an sp cost. Until then, the best choice would be Fu Dog with a petrification toggle that saves against Cha.
For light, your final goal would be Lepre-Chan, a booster pet that enhances all your light attacks, but it only comes back on Blarney. Until then, either the Osiris cat or the Fairy Godmother can do the job.
Model 294 toggles to inflict EleVuln, increasing the damage of all your darkness attacks.
Your first priority would be Essence Orb, as mentioned above.
Shadowfeeder Pendant is one of the best meta enablers - by clicking on it, you can get qc celerity; great synergy with Purple Rain and any elecomped nukes. When Snugglefest comes back, you'll also want to pick up Love Potion for qc control.
Goggernaut Helm is a cheap accuracy misc that boosts the accuracy of every attack on the field, including your pets, and doesn't /2 for spells and spell-based skills.
For damage, Irt of Osiris or Murderator Gauntlet (Str, Int, Cha and chance to control) work rather nicely. There's also the Grakma Warhorn with a Berserk toggle (damage at expense of accuracy - but no /2 for spells).
Bell Shell heals a bit of your hp based on damage dealt. The heal is less than CoRS', but it also doesn't reduce your damage, making it an overall better choice for FO builds.
Resistance miscs have grown rather obsolete, as you tend to kill the monster long before they actually make a difference. If you want a safety net, get Cyclops' Eye to cover all the elements.
Hope the info's useful and don't hesitate to ask if you have any questions!