@Machiavelli,
I started playing SR with 1st edition back in 1990. Magic has been overpowered in ALL versions of the game. In 1st - 3rd, you better always, always, always, have a Willpower of 6, otherwise the first enemy mage that manabolts you kills you instantly. (and even with a willpower of 6, you are still likely to be dead, only he would have to cast the spell at Deadly Damage, and so his drain would be higher - but on average you still took a Deadly wound.) And in my experience, anyone who doesn't play a mage (and some who do) thinks they are overpowered.
Now in 5e, they finally nerf that "autokill" function the mages have, and many (you are by no means the first person I've heard) have been wailing and gnashing their teeth that this makes mages useless in a fight.
The problem is that seem to be taking the entire combat section, and whittling it down to a single comparison between a Manabolt and a gun. You have a laundry list of complaints, most of which seem to be inherent to the character that YOU play.
a) mages are (mostly) fragile and at least more fragile than combat-chars.
Why? What makes a character a "combat character"? Armor? Mage can have it. High body? High Intuition? High Reaction? The mages can have all of those. Cyberware/Bioware? The mage can have those, or he can have spells that mimic them.
b) unfortunately combat IS happening in SR
Agreed, but combat isn't just about two people just appearing at contact range.
The mage has all sorts of abilities to level the playing field that non-mages don't. They can be utterly silent, or invisible. Being able to surprise the enemy, or giving your attacker a -6 dice pool modifier for Blind Fire because he can't see you makes a big difference.
Not all combat occurs at point blank or even medium range - which doesn't matter to the mage, but it does for a gun. Not all combat occurs in the open, but direct spells ignore Partial Cover.
e) mages are slow(er) on initiative and IP´s than combat-chars. Mages fire ONE shot per action, NOT 3.
Two things. 1) Why are they slower? There is no piece of ware that increases initiative that mages can't have or can't duplicate (or in many cases do better) with the Increase Reflexes spell. I'd rather have Increase Reflexes cast on me than Wired 1, for instance. Also, in general, in a combat turn with the way they've done Initiative, it is unlikely that you only have 1 IP per turn. Even Int and React of 9 combined +1d6 means a 1 in 6 chance of having 1 IP. Conversely, even with wired 3 it is unlikely you will get 4 IP, so they've smoothed out the gaps there.
f) so IF you shoot, the enemy better is drop-dead or not capable to fight anymore. Because IF he survives, YOU are dead.
While I agree you want to try and put the enemy down in one shot, I disagree that you are dead in return. That depends on what damage you've done to him, his capabilities, your cover, etc. Again, if you want to be standing in the open dueling it out with a guy, and you miss, then you may be right - but who does that?
h) mages HAVE drain, while guns usually DON`T explode in your face every 3 shots
And if you cast spells properly, you should very rarely take drain, and even if you do, only 1 or 2 points. Manabolt is F-3 drain. Cast it at Force 5. Assume Magic+Spellcasting of 12. Odds are you aren't really being punished by your limit of 5 with only 12 dice, and now when you resist drain with Willpower+Logic/Charisma, you are resisting 2 drain. With your 14 dice pool, I did a test roll on invisible castle
here. As you can see, of the 50 times cast, drain is actually only taken once. For one point of damage. Hardly paralyzing. Once you initiate, you can get Centering and reduce the drain even more.
i) mages have background-count, sams don´t
Absolutely true. And once the rules for background count come out for 5e, I'm sure they will allow you to center against it as in previous editions. In the meantime, we'll say that counters the whole "sams are affected by range and partial cover, and mages aren't"
j) mages don´t have (proper) access to hardware that boots their skills, so usually their dice-pool is lower and they have less skills. So IF I focus on magic, it should be capable to do more damage than a simple gun.
You have access to foci. Not sure what else you want, as foci (while expensive) can increase your dicepool faster than any piece of equipment a sam has. In addition, you only need ONE skill to attack people with a spell. Sams need to have multiple skills and multiple guns to cover the different situations they are likely to get themselves into. The last part I'll get into in a second.
k) mages need to raise an attribute to access additional dice (when the skill is maxed) which is quite costly and this cannot be replaced by ware that only costs money
I'm confused, as samurai have to raise an attribute as well, and not only can mages have ware, but they can have spells sustained by themselves, or foci, or bound spirits, or quickened, or by Focused Concentration, all of which replicate the same effects as the ware.
Back to this " So IF I focus on magic, it should be capable to do more damage than a simple gun."
Do you mean that if you focus on magic, you should be able to do more damage than someone who focuses on using a gun? If so, I cannot stress how much I
disagree with that statement. You are taking someone who spends 6 skill points on the Pistols, plus 1 for a specialization, plus buys the gun and the toys. Now, he rolls, assuming a 6 Agility, 13 dice + enhancements, and he can do ONE thing. If he wants to be able to damage something far away, he has to spend another 7 skill points for Longarms, lets say. So he is down 14 skill points and can do 2 things.
You on the other hand, lets say take Magic B. You choose Spellcasting as one of your FREE rating 4 skills, and spend 2 skill points to raise it to a 6, and lets say you specialize in Combat spells so that is 1 more for a total of 3. You now take Manabolt as one of your FREE 7 spells.
You still use that skill to cast ALL of your other FREE spells, plus any you purchase. When you raise that ONE skill, you raise your ability to use ALL spells, not just combat ones, while if the samurai wants to be better at both, he needs to raise both. (Even if he has the Firearms Skill Group, it is much more expensive for him to raise that than your one skill).
Your spell ignores equipment. I'm going to say that again, it ignores equipment. Yes, the samurai shooting at Bob the security guard with stats of 2 and no armor and no ware does a lot more damage than you do with your Direct spell.
Add armor - the differences start equalizing out. Add better stats, add ware, etc - all of these start equalizing the field of play.
If you could with ONE spell, do more damage than a samurai could by using all the equipment and ware at his disposal, then what is the point of ever playing a samurai? That is the question that the game has to take into consideration.