Myth is a popular secondary choice, but the real value in using train points is to be able to train in multiple schools up to a certain desirable spell, then stop.
E.g. Ice to Tower Shield, Death to Feint, Balance to weakness, Myth to some intermediate spell such as Earthquake or Frog, Fire to Elf.
Myth has a lot of options for you as far as breaking shields, removing traps from yourself, etc. that life is not so good at. It also gives you an option to train one of the "one-two punch" spells Myth is infamous for to get around shields. You also can use myth mastery to make any and all of these cheaper.
Death to Feint is attractive because it gives you some attacks vs. life monsters and some extra healing, in addition to a much needed boost to your damage. It gives you a cheap way to heal under Doom and Gloom or life dispel. The drawback is this is only healing for yourself and not others.
Stop at Feint and use the ammy until you can try for a myth ammy.
My Life wizard, that is in Aztecia now, doesn't regret getting Death to Feint. I could get by on Jewel of Feint now for boss fights and the amulet with life blade and conviction for mob fights, early I had the one with balance blade - now there are 2 of them out there. I think my first one was called Witch's Star. I used Feint a lot in solo boss fights as early as Mooshu and was really needed in DS.
I do regret all the other spells I wasted training points on accept - tri blades from Niles and the Sun Spells starting at lvl 50 though Colossus. You don't have to take the Accuracy spells to follow this spell line. Then a fight for the Sun's Sharpen Blade and Potent Trap. Altho I completed the quest I did not take the Star spell.