I mostly make maps that are at least somewhat toward RPG. The points brought out so far are good though, especially mage spells being more flashy.
For reference, I consider mages to be the kinds of units that rely on non-mundane means to achieve what they want. By this definition many kinds of units can be considered mages, so it's also true that my definition is a bit skewed.
@jopi - The skills in your albums are quite good and I might copy them somewhat, but the problem for me isn't really thinking up skills, but rather the framework for a specific character's skills. For example, I have
this page that I haven't updated for a long time. I've learned that simply brainstorming skills doesn't have much value. Rather it's about creating combinations of skills that feel good. I used to only be able to make them as predefined kits(that is, switching abilities could easily break them), but now I've reached the point of being able to provide pools viable of abilities to choose from.
Example:
I have imagined the sorcerer class as talented mages who haven't needed to learn magic due to their innate proficiency at it. For that reason they are powerful, but bad at controlling their power accurately, which makes most of their abilities have area effects.
Their abilities are grand in effect and due to their innate connection with magic they are able to instinctively understand many different kinds of magic, albeit with the limitation mentioned beforehand. This means that a single sorcerer rarely has to limit himself to a single school of magic.
The sorcerer spell pool is mostly made up of flashy area damage spells.
Well, I've realized that making tons of mage spells isn't really a problem as long as I am capable of making other kinds of spells too(I am). It will eventually balance out in one way or another.