Here is my list, I am beside a tournament player also a spire player, this changes my vieuw on wonders, as each wonder adds more difficulty to the spire, and the spire has created new challenges in game.
This is my point of vieuw from my perspective.
Book of Secrets: rating 1/5
This building just aint worth it unless you have already maxed out the other wonders
Golden Abyss: rating 5/5
The first good wonder you unlock and therefore an excellent one to build, it's small size means it wont be much of a burden in the early game while you can create benefits for the late game where it can easily produce in excess of 80k pop while at the same time providing all the coins for your production.
Endless Excavation: rating 2/5
While this wonder defenatly has it's uses it becomes totally obsolete in the late game, and since wonderlevels add to the spire difficulty it's best to level better wonders first.
Needles of the Tempest: rating 5/5
One of the best combat wonders in game, depending on your race it stays a perfect wonder(humans) or becomes a little less superb(elfves) in the very late game, this wonder should be combined with shrewdy shrooms a.s.a.p.
It also boost light range units, which is a very powerfull ability especially on ranged units.
Martial Monastery / The Sactuary : rating 5/5
There is an obvious reason this wonder did not het a level 31-35 upgrade.
It;s boost to HP will over time grow to a powerfull ally in your fights, while at the same time reducing your needs for culture, saving you a lot of space in your city.
Crystal Lighthouse / The Great Bell Spire: Rating 3/5
The added neighbourly help length helps a lot maintaining a higher culture bonus state.
This wonder becomes part of a end game solution when you have too many wonderlevels. (see special combo's)
Watchtower Ruins: Rating 4.5/5
This wonder improves the neighbourly help on your culture buildings helping you to get an better culture bonus.
It also reduces your need for culture significantly saving up a lot of space in your city. this becomes especially prominent in the very late game.
Thrones of Hight Men: rating 1.5/5
This wonder only has a use when you have a insane amount of wonder levels, then it adds a good to decent amount of both culture and ranking points, other wonders should be build and leveled first.
Dwarven Bullwark: Rating 4/5
This wonder improves your training time, while at the same time giving you free units, unfortunatly these are light melee which are the most troublesome units (but free = free), it's training power grows as you advance your city since it's based on your SS, and that naturally grows.
Mountain Halls: 5/5
A good wonder thats unfortunatly on the large side, if you have the space, build it if you don't delay it.
In mid to late game it becomes an excellen wonder similar to golden abyss,
Prosperity Towers: rating : 5/5
It produces more supplies than a regular workshop at level 1 making it an excellen building, but that alone should not grantr it a 5/5 rating.
It's beaty is in the secondary power, if you are a tournament player you aquire a lot of free Power of Provision spells, and this wonder makes those spells shine.
It improves it's effectiveness and its duration making improving workshop production massively and supplying you with all the needs for your military production and spire ambitions while still being able to upgrade your buildings.
Blooming Trader Guild: 1,5/5
With the introduction of portal profits in the game this wonder became obsolete, it did finds it's use again in chapter 16 and most likely forward, but thats a long time away from when you unlock it.
Heroes Forge: rating 3,5/5:
It's a combat wonder and that makes it at least a 3/5 wonder, the supplement of orcs is nice but not as amazing as it once was when this wonder was released. later in game armouries do an amazing job and this removes a little of it's shine.
Shrine of the Shrewdy Shrooms: rating 5/5
One of the best wonders in game, makes it possible to make effecxtive use of needles, flying academy and victory springs.
It also helpt that you get free archer which depending on your race is very nice, to absolutly amazing.
Just build it asap.
Enars Embassey: rating -1/5 (yes you read this correct, it's no typo)
Just do not build it unless you are deperate every other single wonder in game is better than this one, en every possibly way and every possible playstyle.
Flying Academy: rating: 5/5
Like the needles it improves unit production but in this case for the mercenary camp.
If you are an elf this gives you an option to blossom mages which are superior to the enchantress, for humans it's power comes later in game with the frog prince that finally gets rig of your mortar weakness.
This building boostes the production of 4/5 of the best units for elves and 3/5 of the best units for humans making it a very powerfull late game wonder.
It also gives free mage units, which is especially amazing for humans which get free priests, the best mage unit in game.
Maze of Dark Matter: rating 2/5
It's very nice to have, but doesn't really improve the game a lot. especially the mana decay reduction is nice.
Dragon Abbey: rating 4.5/5
If you are a good tournament player, and are able to put some levels / effort in this wonder, then you can (almost) ignore the concept of mana in game. as you aquire a lot of spells in the tournaments you can convert them to mana on demand.
This is a game concept breaking wonder if you can use it to it's potential.
It also boosts mages making them a lot more powerfull as damage boosts to ranged based units are especially powerfull.
Temple of the Toads: rating 4/5
A Mayor combat wonder, especially for elves as the get free excellent golems and improve there damage potential.
Free mortars for humans are still free units, but omg they @#!$%!. but this wonder helps at least a bit to make them suck less, and empowers the very powerfull late game frog prince.
Elvenar Trade Center: rating 3.5/5
A decent wonder that helps a lot in the mid-late game when you need sentient goods as it empowers both the power and duration of magical production spells.
Sunset Towers: rating variable
It all depends on how many wonderlevels you have aquired and how often you can login to the game.
If seeds are a problem for your the reduced decay can help a lot, but if you have so many wonderlevels that seeds are overflowing into insanity this wonder becomes almost as useless as enars embassy. so this one depends on so many factors that you should rate it for yourself.
Victory Springs: 4/5
This wonder unfortunatly only comes in the late game, and at that stage it's only good for producing faster cerberus units, by far the best light melee unit. it also empowers those light melee units, which due to it's insame walking range make it especially usefull for again cerberus units making them perform almost similar to range units.
Because it comes so late tot the game and has such a strict usecase it only gets 4/5 instead of 5/5.
Piramid of Purification: 4/5
It's a fun wonder, and it gives decent / good free units, I just like it.
Lighthouse of Good Neigbouhood: rating 3/5
This wonder ain't that great unless you are in a certain stage of the game (see special combo's)
D111-a `timewarp`: rating 5/5
Tournaments become so much more fun when you are in control of it's schedule, it also opens up alternative strategies that can improve your tournament results ba a lot, resulting in better scores, more spells, more kp more everything.
D222-z `Simia Sapiens`: rating 5/5
This improves the output of the barracks, mercenary camp and training grounds up to 50%
What is not to like about this wonder, at the same time it reduces sentient decay, the bane of many players, this one is just awesome.
Vortex of Storage: rating 1/5
At the time this wonder it unlocked it's already obsolety, for ranking freaks it's effectiver wonder that can store many KP to ranking points on a faily small footprint, it also boosts sentient production a bit making it somewhat usefull.
Thermal Spring of Youth: rating 4.5/5
Since the introduction of the spire coin production becomes much more of a consideration as before. this makes large amount of Pop/Cult (event) buildings a lot less interesting. this wonder can empower magical residences tot a population level beyond that of the best pop/culture buildings
It also empowers regular residences making it possible to at least run less pop/culture buildings improving you coin production.
Spire Library: ranking 1/5
Unless you are into the spire and into ranking points this wonder is just near pointless.
Tournament Arena: ranking 1/5
See spire library tho it gives a some free units you can spend in the tournaments.