The rules for interaction and disbelief are another persnickety element, and need to be more explicit.
As mirror image and invisibility both work as illusion spells, it sounds like the answer is to figure out the specific tricks of the illusionist and then build either a system or a set of spells that fill those effects. These are the explicit goals I can think of for using illusions...
- Terrain Addition - Fake walls, pits, rocks, etc. Most are for hiding inside, but the false bridge is a classic.
- Disarm - Turning swords into snakes. Distracting them to release their grip, which works even better while climbing.
- Threat Enhance - Make a man into an ogre, or an attack dog into Cerberus. The more advanced ones will make friends look like foes.
- False Threat - Illusory monsters to make people act defensively at thin air.
- False Friend - Semi-sentient illusion that will hold a conversation, ranges from a projected image to semi-independent herald to full-on simulacrum, with a semi-independent quality of how 'real' they are; easily rolled up into the False Threat option
- Disguise - Light one to make guards not question you and a more advanced one where you can sleep with a person without them noticing; an offensive one used on others can strip them of their social status
- Glamour - Similar to disguise, but makes you do better at the social mini-game. Easily expands onto the inanimate to make leaky sheds seem as gilded mansions
- Mindscape - A more elaborate version of sleep, but for some reason you can't just CdG them; a lesser version essentially blinds them
- Scarecrow - Longer duration, minimally active such as a sleeping double or even an endlessly repeating guard on patrol
- Sensory Denial - Remove a sensory quality to make the target undetectable to that sense, the more advanced the magic becomes the more difficult it is to find them
- Messages - From holographic plans of the Death Star, to Chocolate Frog cards, and all the way up to magic mouth
- Unnerving Gaze - Kytons use it, the trick of showing someone a loved one (especially a dead one) to make them freeze in place, open themselves up for an attack, or just plain not attack the figure