Not all for Mages, but balancing other things on both sides pvp & pvm.
Casting Focus - caps at 0% (PVP) 100% (PVM)
Allow spell-books to be imbued, crafted, reforged, and spawn with a version of Life Leech & Mana Leech that works with spells. (PVM)
Mass Curse should lower resists the same way Curse does. (PVP)
Make Dispel also Purge beneficial buffs when targeting non-dispel-able targets.
*Hit-Dispel on weapons should work the same way. (PVP)
No change necessary to Mass Dispel.
Poisoning - Replace the Poison Immunity with an increased effectiveness to Orange Petals. call it EP (Enhanced Petals)! +0-100% (equal to your poisoning skill)
at 100.0 poisoning, an Orange Petal would work against all forms of poison, and the duration increased by 100%.
it could also work with Trinsic Petals +10 strength...
Parry chance - currently it's 80+ dex + 120 parry (+120 bushido if applicable) = maximum parry chance.
It should be (IMO) Parry skill + Weapon skill = maximum Effectiveness (weapon skills - Swords, Macing, Fencing, & Throwing / Bushido*)
Say 15% of your total skill points between a Weapon skill/Bushido + parry (up to a maximum of 240.0 skill) = 36% with both a shield OR a two-handed weapon. 1-handed weapon = 18% chance to parry if no shield is equipped.
a player with Wrestling & 120 Parry would have 18% chance to parry, but would be able to chug potions.
*Bushido - Should not Lower your parry chance if you use a shield. Currently - if Bushido > Parry, you are 100% unable to parry with a shield.
Balanced Melee Weapons - should NOT remove parry chance, it should reduce it by 50% with the ability to chug potions it would be balanced with wrestling.
Adding balanced to a 2-handed melee weapons pretty much defeats the purpose. (PVM)
I'm highly in favor of removing as much RNG from pvp as possible, without breaking anything.
This post has become more than give mages improvements and more about over-all balancing, because mages do have a lot of utility which often times people call it "overpowered", but most of that is actually the players skill at knowing when to use things. It's not overpowered in the same way archery is.
The game still has a lot of potential, we shall see if it can be turned around.