And here are some more specific choices for new armaments.
I note that Locador effects are popular. Very well; they are effective too, and exotic, and I can probably do well with them. But the more Locador one uses in one place, the greater chance there is of troublesome other problems, so I don't want to do everything with Locador.
And I am inclined to have at least one of the Durudor effects, because those are quite rare -- even more rare than Locador effects -- and difficult to resist or counter them with magic. Also in many places there are legal obstacles to making them, but, as a master-smith, I have the guild-right. And as a long-time nendrai toy, I have the skill, too.
Forgive me if I don't want to use Mentador, no matter how sensible it might be.
While a cannon capable of throwing three thousand heavy iron spikes a minute would be exceedingly intimidating, the practical considerations (both magicotechnical and sociopolitical) are nearly as intimidating.
For sentient defenses -- I know I said 'elemental', which is a biological designation rather than a spiritual one. My translator suggests 'animated construct(s)' as a possibly better explanation.
Glass blades, hardened and self-motivated
Sentient Locador distortions, capable of teleporting themselves and others.
Spirits of lightning and storm
Animated Khtsoyis made of metal chains
For a main weapon:
Torpedoes: massive ballista bolts that burst into violent flames when they hit
Tremendously big lightning bolts.
Walls of thorns, probably animate ones, which entangle and shred
Missiles tipped with iron points, very hard to deflect or avoid, and looking quite impressive since few people do such things.
A large swarm of small but dangerous flying insects.
A beam of frosty ice, tunable to disable or kill, or even drop icebergs upon foes.
For minor weapons and internal defense, consider these. Some of them are "(resistable)", meaning that enemies with magic resistance may, with luck and skill, avoid all trouble from such things.
A howling horn, that makes agonizing noises
Shrink rays (resistable)
Sleep rays (resistable)
Space-twisting, so that passages and corridors lead enemies to useless places inside Strayway
Extra time-flow for friends
Reduced time-flow for enemies (resistable)
And, for a major defense:
A massive wooden wall that appears at need between Strayway and foes.
An invisible wall of crystallized distance (Locador [force field]) that blocks things from coming to the Strayway
A congeries of winged steel shields
A wall of wild winds
A labyrinth of space distortion, which directs attacks away from Strayway.
A device that forbids the passage of time inside some or all of Strayway.