Vetareh takes notes in illusion as she skims, picking up important things and where she finds them so she can more easily find them later in case they turn out to be important. There's a lot to compare to what she knows of magical theory.
It's interesting that they say a mesmer needs weapons to fight, because actually, she doesn't. Her scepter certainly helps, without it she'd have a bit less punch to her spells, and she can use it to throw minor magical projectiles at people, but her spells are hers, not tied to a weapon. This sounds like they outsource them to enchanted weapons with spell... patterns on them. That's interesting, and clearly helps with flexibility on the battlefield, but she gets the impression from reading this that everyone's sort of... working from the same seven possible objects to carry around. That's, what—she does some quick illusionary math—ten possible spell load outs? Is that it, really? She double checks, because that just seems tragic—yes, two two-handed weapons, two primary weapons, and four off-hand. Ten.
No wonder everybody's been taken by surprise by her. She is accustomed to there being more than ten possible spell load outs. In fact, she has seventy-seven combat capable spells, not counting the now useless resurrection signet. Four of those are elite spells, of which she can only use one at a time. But the rest? She is entirely free to pick and choose what she does and doesn't want to bring. Just, well, she'd better be sure about those choices she made, because she can't possibly have them all ready to cast, since she doesn't get to switch on the fly. Clearly this system is more flexible, and she expects even when following spell patterns enchanted onto weapons that there's a bit of flexibility in the spells themselves, but. Wow. That's. She understands why they wouldn't want to be caught with the wrong spells for the job and unable to switch, but she can't help but feel that something has been lost, here.
The part about weapons only really being good for specific sorts of things sounds... odd, to her. She's not sure why that would be. It's all just enchanted matter with spells inscribed onto it anyway. It matters that it's well crafted and made from the materials that resonate in the right sort of way and enchanted well, but that's it. The shape is immaterial. There are some allowances for what materials can be arranged into what shapes practically, of course, but there should be a lot more room for creativity. Magic is not naturally this constrained. So what's going on?
... She hates wrapping right back around to echoes every five seconds, but, honestly, it's the only thing that makes sense. Are they finding it easier to copy things that have been done before, all stuck in a magical rut? Or perhaps it's hard enough to enchant weaponry to hold spell patterns that they're forced to follow things that have already been done to get anything powerful enough to use in combat? An artificing book would have a better answer to that one than this basic book on mesmers, she thinks. Not that she thought to buy one of those while she was shopping. She's done artificing before, she made her scepter (not that it's very good, she was midway through a better replacement when she fell into the Mists) and could probably pick up the modern version without too much trouble. Well. Probably some amount of trouble. But it'd be worth it, to not be stuck with the same ten combinations as everyone else.
Still. It would pay to know how the various weapon combinations work, and how they'd interface with her own spell selection. Perhaps she can pick up a couple weapons and see what happens. It'd be very nice to have her usual spell load out and the spell patterns the weapons have, but she suspects that if it were that easy, this book would not say that to fight, one needs weapons. Realistically, the best she can probably hope for is that it only requires her to sacrifice some of her space for spells to use the weapons as they were intended. At worst... well, she'd honestly rather be unique than be just another mesmer with the same ten combinations. She'd be constrained, but she'd be uniquely constrained, and unpredictability and the element of surprise have always been a mesmer's best weapons.