I agree and disagree with what you are saying about going 60s in resist for mage suit. With the short apple timers, magic reflection, cleansing winds and such you can get around a curse pretty easily, but worrying about 70s in all is stupid also, just try to get as close to 70 as you can but dont sweat a few resist points here and there. There are 2% resist earrings, 2% poison resist boots, and a bunch of robes with various resists on it, if you need a little boost.
higher in fire is very important tho because a necro will combo kill you if you are low fire from a corpse skin.
Higher poison is a good idea too but honestly 1 out of 5 mages is a necro, and very few will poison strike spam. Strangle is poison damage also but apples are every 10 seconds.
If you have to pick a resist to be a little lower in I say energy, lighting is just about the only constantly used energy damage spell. Hailstorms,withers,harm are very popular spells to cast and deal cold damage, which is a resist most people tend to neglect.
mods mixed w/ resist do the best you can do for suit.
For suit 100 Lrc, 10+ Mana Regen, 40 lmc, 45+ Dci (70 is better to counter Hit Lower Defense), +25 Hit Point Increase.
Extra mods can be anything you want, stamina increase doesn't help mage much but some like to use it, I like to use red potion to counter low stamina/dex.
Hit Chance Increase is not something a mage should worry about unless they are using a weapon skill. I have a pre imbue mage weapon that has 13 DCI and 11HCI on it and I am amazed at how often I get kill shots with it. So it won't go wasted but it's not worth sacrificing a more important mod to pick it up.
One last thing to consider is magic reflection putting you at 65 phyical resist for your cap (meaning 70 may go wasted if you use magic reflection) I have to check if the phyical stacks to cover the protection penalty but I would imagine it does. Higher phyical on a mage is never a bad thing.