I'm inclined to disagree, and it would be silly of me to have preferential opinions without ever having used them before. Arcfire+ covers a very long diagonal vector, and the travel speed of its projectile is considerably faster than that of normal Arcfire.This creates a larger threatened area. It also leaves you very open on cast, so you can't use it spammingly like you can with Fire Wall, and somewhat with normal Arcfire. It's more of a battlefield control move than a direct attack move. And when it does hit, Arcfire+ is devastating. It's a higher-risk-higher-reward technique, and though you prefer the low-risk close-range zone control of Fire Wall, its total opposite isn't as worthless as you might think without using it more extensively. But the most important reason is that Arcfire+ looks fing awesome.
I like the degree of horizontal movement Soaring gives you, as well as the offensive capability. It can save you from situations and bad gimp angles where regular El Wind is a sure death. Perhaps my opinion would be revised if I were to get meteor smashed out of it over and over, but as long as you have the second jump, which is most of the time, the recovery can be mixed up enough that I don't see it being a chronic problem.
Honestly, I dislike custom moves, so in any tournament scenario I stick with the defaults, but if I were to practice with them, I'd pick those. And don't get me wrong, Fire Wall is fun too. Maybe try Gliding for the two-spikes thing.