QUOTE (Jaid @ Oct 31 2013, 07:08 PM)

having more good options than everyone else is an advantage, not a disadvantage. having so many good options that it isn't possible to have them all at once out of chargen is not an argument that does anything to convince me magicians are in any way weak.
Hold up, flag on the play: the argument was never "magicians are weak." I doubt you'll find much support for argument anywhere.
The position put forth by the MagicRun adherents is Magic is OP. Those that are arguing against that position are NOT saying magic is weak and you're committing a logical fallacy by excluding the middle and forcing a black/white binary choice of either magic is either OP or weak. Other than indirect aoe spells, I haven't found much in the way of OP, but that's intrinsic to indirect aoes (grenades included- which frankly are a much more efficient option) and not magic.
The argument put forth to prove Magic is OP, is that because Magic is capable of X, and Y, and Z it is therefore OP. And the counter is that yes magic has a lot of potential, but unless you're living in InfiniteKarma Land, that potential is never realized. As soon as the mage spends the karma on a new spell, the mage cannot then learn a different spell, bond a focus, initiate, improve attributes/skills/qualities/whatever without additional karma.
Every character has a pool of resources. If character 1 has 50 options to spend those resources, but they can only achieve a realized power level of 9000, they will still be weaker than a character that only has one option, but can achieve a power level of over 9000.
Just the fact that magic characters have more options, does not in itself, make them OP. You have to show that one of those options that is exclusively available to the mage character is demonstrably more powerful than any option a mundane could acquire, when both character types - and here's the important part - have an equal pool of resources (such as a starting character or with an additional X Karma and/or Y Nuyen) to draw from. And if proven, it's proven only under those conditions and not in general.
Anecdotally, I statted up three different characters using RAW chargen: a sammie, an adept, and a cyberadept, all human. I found they were all within a few dice of each other and the major distinction was that Adepts are much better at avoiding damage and sammies were much better at soaking it. (As an aside, I also worked up a couple trolls, and in general they aren't worth the high priority imo unless you're a melee specialist... and then they become kinda OP). Once I polish them, I might throw it up on dumpshock for comment, but my own findings were that most characters were within one or two dice of each other and that was within my own tolerance for game balance to stamp the whole thing with "good enough." Funnily enough, I found the full sammie tended towards having more dice in combat, on average, because his Resources was much easier split between offensive and defensive improvements than the Adept's power points, and while the cyberadept could keep up, there were some glaring weaknesses, like having crap for Edge.
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levitate is generally a superior choice in the setting over a flying vehicle because it is very concealable and easily portable. it can be placed anywhere that you can see whenever you need it. it is a very powerful, versatile, flexible tool that lets you do some very impressive things, and it is in no way replaced by having access to a flying vehicle because it offers some extremely impressive options that a flying vehicle simply do not even come close to.
As also pointed out Levitate is SLOW. Yes it's concealable, yes it's portable, yes it's flexible, but levitate will never outrun anything. If time or speed is a factor at all, a flying vehicle will always be the better choice. Further comparing a vehicle is an improper comparison; use a drone. A properly kitted flying drone might be able to accomplish something similar to, while being faster than, a flying mage.