Question: Orgone is the conduit through which the power of the cosmos flows, focused through a sorcerer's will. Ritual practitioners must draw on this reserve of power in their souls to make a magic spell work. Spells require a constant infusion of Orgone through rituals that are performed inside a transmutation circle, which require a number of ingredients and can last anywhere from 30 minutes to several hours depending on the spell.

There are five schools of magic that spells revolve around and are taught at universities:

* Enchantment Spells – These are spells designed to capture cosmic power within a crafted item, so that its power can be called upon in times of need.
* Protection Spells – These are spells designed to ward a user, object, or location against a variety of possible harms.
* Transmogrifcation Spells – These are spells designed to fundamentally alter or control another living being or creature.
* Transmutation Spells - Changing the makeup of different materials or combining them with others to make new forms of matter.
* Scrying Spells – These are spells designed to allow a user to perceive in ways that go beyond his five senses.

The more I think about it, the more I realize that many spells that fall into these categories cross boundaries. For example, an enchanted sword casts a barrier around an item (enchantment and protection) or a crystal ball made from transmuted elements that allows you to peer into the future (scrying and transmutation). With many of these effects infringing on each other's domain, the idea of schools of magic seems redundant. Getting a BA degree from. Harvard University or a PH.D from Hunter college seems pointless.

I want a way to make separating forms of magic into categories necessary enough to be relevant, instead of an interdisciplinary form of education for mages. How do I design a magic based curriculum based on these parameters?

Answer: 
I'd argue the schools would form naturally if you could only be a master a very small area of what would seem to be a continuum of disciplines at the magical-phd level. The topics are split almost arbitrarily (or traditionally as is often the case) at a lower level so they fit nicely in a teachable curriculum.

Using real world academia is a perfect model: At high school you get taught Chemistry. Later on you might do something more specific like Materials. Then in a phd you get to see how ill defined the edges of these discipline are (Material Engineering, Material Science, Material Chemistry, Polymers, Ceramics, Nano-materials etc.), but that doesn't mean the subjects are nebulous nor useless, they just have a focus on specific outcomes. They are necessary because the expertise and equipment costs and are so high that it's difficult to have any more than a cursory understanding of numerous topics. 

Ceramics and Material Engineering crossing over into Aerospace Engineering to design a new Jet Turbine seems like a perfect parallel for Combat Scrying and Material Protection crossing over with Enchantment for Swordologists. Plus I like the idea that the reader would have no idea just how deep the rabbit whole of magi-science goes.

It would be fine for your "Bachelors" level mages to be still being taught like a Chemistry undergrad is still taught Chemistry, even though they realistically are doing a whole heap of Physics.
All you need is different ways of doing the casting. One school draws runes; another chants words; another brews potions; another arranges objects in mathematical patterns; another dances. If the various effects are only achieved by a specific style of casting, you’ll have to get multiple degrees to cast compound effects or else work in teams with people from many schools.