Again in no particular order:
QUOTE (PeteThe1 @ Aug 5 2011, 08:23 PM)

Trid Phantasm was more picked up for utility-as-illusion? I dunno, seemed useful, and looked like it needed to be high-force to be convincing?
It has some nice potential, but at +1(D) Drain it's extremely hard to get it to live up to that potential—even with a Trauma Damper you're looking at needing six successes to avoid taking Drain. What's your Totem, by the way?
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And when I say munchkin, I think of the last scary mage I played with who had tons and tons of F1 spells and a big power focus. Anchored improve-attribute +4x6, tons of utility spells, and just dice-spammed everything to death. Sure, target number to resist his spells was 2, but when he had 8 successes and no drain he always won. Outdid everyone at everything by cheesing the system, and I refuse to be That Guy.
Ok, the anchored Improve Attribute is unusual (not to mention risky—Anchoring has all kinds of nasty drawbacks IMO), and the big power focus is usually more the dream than the reality, but the rest is substantially the Mage's Playbook™; it's the ease with which mages can do that sort of thing that's a big part of their reputation for power.
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Picked up Mana Bolt cause it just seemed like the mage's bread-and-butter, the magic equivalent of the Ingram Smartgun. But yeah I see your point.
It's iconic, but unfortunately the designers were not always detail-oriented enough to ensure that iconic things were worth using (see cyberlimbs—I think the only legitimate use of canon cyberlimbs I've seen yet is Doc Funk's approach of taking something like a cyberpegleg and cramming it full of electronics).
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Point-based, attributes 2/4/2/6/6/6, skills Sorcery and Conjuring both at 6, Aura Reading at 4.
Out of how many points total? Any Edges/Flaws? I'd recommend rethinking Aura Reading, especially since you haven't exhausted your options for raising INT (toss in Bonus Attribute Point); it's nice, but with Build Points as tight as they look to be for you I don't think it's pulling its weight. Especially since you only have it at 4; it was the "go 6 or go home" dilemma that finally drove me to do a rework of BeCKS.
Speaking of which, if you can live with yourself afterwards I'd recommend taking a point off of BOD and STR and putting them into QCK. It is a sad but inescapable fact that restoring 2s in those stats post-chargen will take a mere 8 karma, while bringing QCK up to 6 post-chargen would cost 22 karma—nearly three times as much.
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How is Invis notorious? Whats II/OR?
Improved Invisibility is the classic spell that gets taken at Force 1, then cast (typically before going into danger) with so many dice that essentially all reasonable opposition will simply not have enough dice to resist, even with all successes. A key issue is that there's a disputed (or possibly just often-overlooked) interpretation of the rules by which II is subject to the rules for overcoming Object Resistance, which makes Force 1 II equivalent to just Invisibility since it can't overcome the OR of any recording device (well, unless the opposition makes recording devices out of natural wood and rock).
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Trying not to be a better straight-up killer than the sam's territory, or better at stealth than the covert-ops guy. More like be able to help what they're good at, while being the one they turn to for magical threats. Making sure everyone at the table has somewhere where they are The Man relative to the rest of the team.
That'll be tricky. Ironically, you can easily make yourself better at stealth than the covert-ops guy in all situations except those involving magical threats. My usual approach is to trust other players to do their own character optimization, but if you can't do that… I'm not sure. I think above all you need to hold true to the commandment "thou shalt not be afraid to be awesome"; avoiding spotlight-stealing is something that can usually be done in gameplay, while holding back too much on designing in strengths is something that's essentially unfixable given typical campaign karma awards.
~J