this is a problematic matter, which is still unresolved imo and would really need a look
first of all
-we need some mage itemization, there are a few random items you can find via quests and hubs but we really need an early/mid game research giving some tool for a mage champion
thats in general but this is also a must for the problems im gonna explain
MANA
it seems mana is a limiting factor, mostly end game, which is not a bad thing, ofc spamming mindlessly wouldnt be good, but that cause a serious issue because full mage champions arent really viable, which is very bad imo, i want sometimes to have a full mage champions that does nothing more but casting
in FE there are many options really, mages could be glass cannon, support spamming buffs and debuffs, healers, there are many choices
but imo they arent quite viable because of lack of mana
also being too glass doesnt work end game against melees killing you in 2 3 hits
the only viable champion is still an offtank caster, thats the only option, you wear full tank and cast some spells occasionaly and hit with a strong weapon that does same dmg as spells but costing no mana
sadly this is the only good option
another problem is:
EXP NERF
it seems in the path of balancing champions and their level its been nerfed again
right now you can level up maybe to 14 15 but after hours and hours of play
for mages thats not even remotely enough
mages DO need high lvl tier of spells AND buff to spell dmg AND discount to spell cost
and this is just the minimum, many other things would help, like initiative et etc
lvl nerf hurts much more mages than melees, who just relies on items
thats why we need options for equipping our mages with something allowin them the get their own playstyle different from assassins or tanks, or fighters, just a couple of sets of armor giving mage stats instead of defense
(and btw staves for champions still dont quite convince me)
other than that i would still reduce the requirement for level up
imo end game champions should be around lvl 18-20