Though I'm not that familiar with this system (so I'll largely ignore the acronyms and numbers), I think I may be able to help in the screening process.
1. GandrWhy the hell does it have an xp cost? This is what equates to a Nasuverse standard spell.
2. Geas
Geas don't really shouldn't do damage. Rather, they should impose a penalty on the one who breaks the Geas. And when I say penalty, I mean one which really really stuffs the person over. e.g: Character takes a -15 penalty to all checks, the character is unable to use their spells. And so on.
3. Mana
A servant without independent action would burn through 14,400 units of mana a day based on the rules you have while a servant has a capacity ranging from 20-60 units. Unless I'm horrifically misunderstanding things (especially action economy and how long a round is), the Servant is going to burn through all his base mana points in around 30ish rounds. The Servant would be able to survive if the Master pretty much continually full-rounded mana and then fed it to the Servant.
I suggest making the mana drain lighter out of combat. Also, say something about materialisation, its mentioned in Independent action.
6. Mana Storing
Why is it a full round action to switch between mana tanks? In fact, why even have this mana tank system? It would be a lot easier just having the max mana dictated by the WP be the maximum mana the master can pour into the servant. Only external sources like killing people or a command seal can go 'over' that cap.
7. Servant vs Masters
Shouldn't the base stats of a Servant be great enough that they already pretty much always hit the master without imposing this extra penalty?
8. Luck
As you already know, luck is kinda a weird thing. I think the best way to represent it is with a certain number of re-rolls based on the number of fate points. (or is that what fate points are for?)