ZFR: When do you learn new spheres?
You get 2 new spheres each time you choose a new race to lead.
ZFR: Any tips on what should I pick next?
I'd say 4 Air. 3 Air nets you Wind Walking (basically floating for the recipient), and 4 Air nets you Air Elementals.
After that, I'd say some combination of Life and Fire. You don't need Water because you already have some healing in Regeneration and Remedy, and the only other campaign-noteworthy spell from T1/T2 water is Water Walking. Wind Walking is better (but more expensive) than Water Walking.
1 Fire gives you Fury, which combined with Bless gives you +1 Att, +2 Dam, and +1 Resist (equivalent of 30 hero skill points). 2 Fire nets you Fire Halo, which can let you walk on lava if you run into any.
More Life gives you more mana from Life nodes, which are more abundant on a Keeper or High Men path. Holy Champion from 2 Life is good for fighting evil if you have the mana income to cast and maintain it.
I'd probably go +2 Air, +1 Life, +1 Fire for your remaining four spheres (in that order). Honestly, only Wind Walking, Liquid Form, and maybe Animate Ruins (if you raze and animate cities instead of migrating them) are the only spells higher than T2 that are noteworthy in the campaign because you simply don't have the casting ability or mana to cast the higher tier spells, especially when you've got a hasted hero running around murdering everything. Later in the campaign, I could win some maps before I could physically cast some of the T4 spells.
ZFR: I took Life for healing only to note that most healing spells are actually Water. Air was taken for damage. To be honest though, Regeneration takes care of hero's healing and with DEF 10 and ATT 10 he does more attack than spell damage now. Great Eagle turned out great for exploring.
What units do you summon?
Air's real draw is Haste and Great Eagles.
In the campaign, I'll summon Eagles, and that's about it. Maybe Black Spiders if I don't have Eagles and it is early in the campaign. Nothing else is both relatively cheap AND more useful than having a Remedy/Healing Water on hand to heal my hero, especially when my hasted hero outpaces them.
I don't pick up higher levels of Spell Casting until around hero level 20, so I never have the casting skill for serious casting (and the campaigns don't always provide the mana to support it anyway).
In single player or multiplayer, the other low level summons do see use, depending on the map and what you have available. Eagles are still pretty much top tier choice for the non-T4 summons (and situationaly more useful than some of those summons). Frogs are wimpy, but they are useful if you don't have Eagles and you need to deal with water. Spiders are good for swarming over walls. Boars are cheap, disposable muscle to bulk out an army. I've never been in a position where I could make use of Fire Sprites, so I don't have any commentary on their usefulness. They can cross lava, but I don't generally feel threatened by Fire Sprites when I see them in combat.