In my opinion that team surely is an improvement over the first one you posted
player bar:
Nothing to do here, looks fine to me.
Only thing you might want to do from time to time is switch between asuran scan and deaths charge in area's without much melee hindering hexes.
Deaths charge will allow you to ball an enemy group a bit easier, so your aoe damage will do its maximum effect. If you do this make sure to throw shelter up and micro prot spirit/soa on yourself before teleporting in. If there is a massive amount of melee hate,stick to asuran scan.
ST bar:
You don't need the res here.
2-3 resses are enough on a team, 4 is overkill.
There are a few options available here in my opinion:
You can kick union ( the lesser of the 3 protective spirits) and go/E.
Then we can take glyph of lesser energy.
This way we can afford to spam both binding chains ( micro this on groups, the hero does not use it well on auto pilot) and dulled weapon. Dulled weapon is a great skill to bring, and with glyph we can really benefit from it.
This way you also only have 2 spirits, so the St won't screw up that often, leaving shelter on recharge.
You can also opt to leave that bar as it is, micro the crap out of your spirits and binding chains, and bring armor of unfeeling instead of the res. This option really needs better micro then the first, but they are equally viable.
Panic bar is fine.
AOTL bar is also fine.
The ineptitude bar is a bit of a mystery to me however.
The first 4 skills are excellent, but frustration is useless and single target here.
fragility is also kinda meh, since it will only trigger to the aoe weakness from the necro resto or the random minion detonation. The 2 glyphs are not really needed either.
Instead of frustration I would suggest arcane condrunum. It is AoE that lengthens casting time, so panic gets a better shot at interrupting. It also returns energy.
Another thing to consider it drain enchantment. The last two skills are a bit of a toolbox.
You can opt for more enerfy managment with powerdrain and waste not want not, add in more casterhate by investing a bit in domination and bringing another mistrust, or go/P and bring stuff like "stand your ground" if you are brave.
Smiter bar is ok, but I personally dislike the last three skills.
Panic should keep casters and all in check, so you shouldnt face much interruption.
Leech signet is ok, but I prefer power drain myself because of its higher energy return.
Waste not want not is also great to consider, since panic will make most enemies do nothing. Channeling is bad, since for its effect you need to be close to your enemies, a place you do not want your smiter to be. Consider smite hex for this slot as another source of AoE and to keep your party clean.
Necro resto bar looks great. Most people dislike the res on a healer, but personally I never found any problems with it, it prioritises heals over resses and will only res if the other heroes carrying resses have died ( which happens only in 1 out of 100 fights for me).
Sos bar is also fine as it is.