Well, my top spells are applying for specific combos and builds, though there are a few general buffs that work well in most situations.
Heart of Earth : Hey, extra HP with emergency stoneskin effect.
The other Heart of spells : All neat considering they offer emergency spells that are usually needed in certain moments and can be invoked with a swift action that lasts long enough to help when needed. You also get some critical hit dmg protection off hem. Water is nice for the Freedom of Movement (which can be taken by itself. 10mins/lvl lasts a while but I find Heart of Water more interesting as you just cast it once and it lasts about the entire day of activity and you don't have to worry about wasting a standard action casting FoM if you need it.)
Mage Armor, Greater : Because AC.
Ray Deflection : Do you like being targeted by some of the meanest effects in the game? Especially those easy to optimize? That thing helps.
Improved Blink : Doesn't last long and it isn't all that difficult to bypass but when it works, it works wonders.
Flight of the Dragon : Need flight all day without your mecha?
Greater Invisibility : Easier to do your stuff when people don't know you're there.
Heroism : Not a bit bonus but it applies to a bunch of stuff.
Six enemies (within 30, 40, 65, 75 and 105 115 feet respectively, divided in three pairs within 20 feet of each other and each pair 60 feet away from each other) and eighteen ship citizens in sight, in clusters of six at distances of 50, 90 and 130 feet from Mao in opposite directions.
If each group is in opposite directions from Mao (assuming she appeared right in the middle), how can they possibly be within 60-ft of eachother?
It wouldn't be possible even if they were all positioned in a straight line.