I admit, I preferred the older Aspected Magicians. When you did sacrifice some things, for *greater* power in another area; specializing, if you will. It was sensible, and it worked.
In 2e, for example(back when Force points were tied to Resources, everyone's favorite

) they'd have Magic B, which means they could load up on foci, or maybe be a cybermage, or maybe both, with 50 Force Points for spells to play with; the most Force a human magician could have would be 35, which if you broke it down, allowed for quite a bit more foci or 3 more Force 5 Spells right off the bat(4 spells at 4, or 5 at 3 with expendable fetishes or something, etc.) They gave up astral projection, and they gave up ever being able to do any other stuff except for their thing(granted, you saw more spellcasters than conjurers, and you didn't see many Aspected Shamans...but I HAVE seen a couple of conjurers in my day and they were quite nasty with the foci load to say the least and were actually physically capable, sort of turning them into a tag-team of Spirit + Conjurer.)
3e came around, and linked Force Points to magic-only once again, Aspected Magicians got *more* points to spend, because they gave up everything else.
4e they did start to get weird. It's now a negative quality, it wasn't even in the main book and you can still *use* the stuff. I...really don't know what happened here and why they decided to upset what had been working what was IMO fine for the past decade and a half before this edition, but I guess there were reasons behind it. In a way it almost seemed like they were trying to make the concept *lighter* on the person by not locking out the other stuff forever(they could still Astrally Project as well if they were Full Magicians), but I just didn't really see the reasoning behind the change.
How I'd have done them in 5e:
-Allow them to be taken B, C, or D;
-Magic rating 6, 4, 3
-For Sorcerers, give them *more* spells/preparations/etc; give them 12, 8, and 6 or maybe 12, 9, and 6
-Have their extra spells cost 3 Karma/Spell instead of 5 to symbolize their specialization;
-Allow them to bond appropriate Foci at 1 less multiplier for their chosen branch(so a Conjurer bonds Spirit Foci at Rating x Karma, Spellcasters bond Spell Foci like that as well, Enchanters bond Enchanting foci at 2xRating, POWER FOCI ARE NOT INCLUDED-nor are any other foci besides these, and regular Availability and Price of foci are the same so it doesn't change the level they're allowed to get at the start, also they have equal chances for Focus Addiction as well, of course, so it still behooves the aspected magician not to abuse this.)
-Give Conjurers 3, 2, or 1 bound spirits(depending on level taken)
-Give the appropriate Skill Group at 6, 5, or 4 depending on level taken
Basically, I would turn them back to the specialists they *always* were. Even better possibly at their chosen aspect, but utterly incapable of anything else(also, loss of Astral Projection stays.) I decided to add the Foci in to make up for the fact they lose out on some other stuff(for example, with the limit of Spells you're allowed to have now-no more than twice Magic-that sort of takes away an advantage they used to have of all the extra spell points, so I decided to fill something in for it.)
I mean this was sketched out quickly and not really playtested, so I don't know how it would work in practice, but it seems like it could be cool.