I suggest these changes to the spell wards. (The spell traps in the now less Forgotten Realms)

First off, since FoM only affects magical impediments to movement, then FoM should prevent the slow as well as the paralysis from the spellward effect.

Secondly, since Spellwards are slightly spells, then have them be disarmable not only by rogue/arty/wiz disable device, but also by Dispel Magic, Greater Dispel Magic, and Break Enchantment. They are magic and that would actually give more reason to have those spells other than a debuff to mobs.