Sigil-Weaving Pros/Cons:
Tier 1 - Basic

Tier 2 - Experienced

Tier 3 - Advanced

Tier 4 - Specialty 

Tier 5 - Unstable: While not specifically banned by the IRMA, those not clear of mind nor specifically trained to handle dangerous Sigil combinations should steer clear of these Sigils.  Any destruction caused by mishandling these while result in persecution of the highest degree.  

Tier 6 - Banned: While these combinations may either be learned as easily as other Sigil-weaves, the power and destructive nature of these have caused them to be banned by the IRMA.  Any writings about these spells must be specifically non-instructive and any attempt at learning these Sigil-Weaves will result in removal of your wand/staff and permanent inhibitation of your magical capability.  

Hand gestures: There are three spots for beginner sigilweavers for sigils (more slots come with experience, as you have to concentrate to create each sigil)  Once a sigil is created, you can slot them either in front of you or to each side, just by concentrating on them.  This allows you to build up a small cache of sigils before a fight, or in the middle of one if you have a chance to.  Once a sigil is created, there are certain hand gestures used for either offensive or defensive spells:

Tap/push: personal barrier
Fling: Throws the spell in whatever direction you aim
Up gesture: Creates a wall
Hold: Continously uses a spell (if it a defensive spell being damaged, repairs the spell)
Hands from sides to center in a clapping motion: Wave (Similar to a moving wall)
Down: Creates an area of affect spell
Hands together and seperating: Creating motion (usually used for conjuring weapons or larger constructs)

Tatto-Sigils