You might as well finish up WM since it's already at 4. If nothing else, r1 will be a major help in killing things to help you gain the levels/AP for specializing elsewhere. Crit should always be maxed out no matter what; I would even say that if you had the option to advance either crit or WM, crit should take priority.
After that, it might be a good idea to decide on
one branch of combat to specialize in until you're strong enough to delve into the others. It looks like you've been spreading yourself too thin, and if you keep doing so, the game can be harder than it needs to be once you start getting into advanced missions and whatnot (see: my elf). Melee and alchemy are both very powerful even early on and are relatively easy to get into.
Magic is a little expensive to start up and maintain. Even though bolt fusion is now possible during solo play and masteries have noticeably improved bolt damage, you still aren't getting the most efficiency in terms of damage per MP, and wand durability can get eaten up very quickly through extensive use of fused bolts (which means more frequent wand repairs, which means lots of money). Intermediate magic is still highly effective and efficient, but if you don't have friends to help you get pages or some money saved up, even something as easy to obtain as Thunder could pose a challenge. MP potions are slightly less of a problem nowadays if you're doing theater missions since the Avon feather can grant you quick access to mana tunnels between missions, but it has to be daytime and doesn't help if you run out of MP before you finish a mission. G14 should remedy this significantly, but it could be a while before we get private farms, so that doesn't solve any problems you may run into until then. Otherwise, you'll have to go through the tedious chore of rafting for herbs to make your potions (and even then, that has a high startup cost by comparison), or stick with bolt spamming without a wand (which is inefficient and could still create MP problems against stronger enemies).
Melee is easy to get into because the only potions you need are cheap and NPC buyable. Your weapons are also cheap to repair, and Windmill is much more efficient for clearing mobs early on. Alchemy is also very accessible to new players because it doesn't require much input at all for high damage; the fact that damage is independent of stats contributes to this. If you invest in golem, you also have access to melee, but it takes quite a bit of work for it to be worthwhile. However, the damage potential could be more limited unless devCAT keeps implementing masteries for alchemy and whatnot, and crystals could eat up an enormous amount of inventory space if you don't pay for pets or service.
Quote from Chihaya;311684:
Alchemy takes LOADS of AP, and you can't raise its damage unless you rank the skills. Magic, you just need to raise int.
If we only considered the skills that are generally regarded as the essentials of both branches, we'd get something like this:
Alchemy Mastery: 126 AP
Barrier Spikes: 153
Flame Burst: 160
Fire Alchemy: 115
Water Cannon: 152
Water Alchemy: 115
Summon Golem: 201
Clay Alchemy: 115
______________________
TOTAL: 1137
Magic Mastery: 91 AP
Bolt Mastery: 124
Lightning Bolt: 122 (if human/giant)
Lightning Mastery: 156
Thunder: 409
Firebolt: 109
Fire Mastery: 156
Composing: 33
Musical Knowledge: 14
______________________
TOTAL: 1214
And for the magic branch, that's without even considering other skills you get to "just raise INT," such as Icebolt and Healing. Heat Buster is comparable to Blaze in AP cost (Blaze is actually worth slightly more, and I included neither of them in the calculation partly for this reason and partly because you could arguably get by without using either one). You might argue that you don't need Firebolt or Fire Mastery, or that you don't need to rank Lightning Bolt all the way to r1, or that a mage only really needs Thunder, but you could isolate just a few "necessary" alchemy skills in a similar way and the costs would still be comparable or even noticeably lower. The point is that solely using AP cost as a determining factor is really arbitrary because you aren't accounting for other things intrinsic to how the skill works (damage:AP or damage:MP/SP efficiency, to name a few) or whether that skill is absolutely necessary to be considered proficient at that form of combat. Different people also have different needs and can afford or even prefer to skip certain skills.
Quote from Chihaya;311684:
In all honesty, Magic's only downside compared to alchemy is the mana use.
So wand repairs and the high costs of obtaining intermediate spells mean nothing compared to cylinder costs and the relative ease of obtaining virtually all alchemy skills?
Quote from Chihaya;311684:
Alchemy also needs crystals, and unless you have a good friend that can dupe crystals or make the crystals for you, alchemy is not even a plausible choice.
For early-game alchemy combat, the only crystals you need are NPC buyable. It is a plausible choice.