I've been trying to figure out what Mystic Adept rating limits are supposed to be. The FAQ contradicts the rulebook:
The Magic points allocated towards Magic-based skills counts for all aspects of those skills. This includes: Magic-linked skill tests (Summoning, Spellcasting, Enchanting, etc.), maximum spell Force, overcasting, etc.
For a mystic adept's adept powers, only the points allocated towards adept powers apply. This includes powers that require Magic Tests like Attribute Boost, the maximum rating of leveled adept powers, etc.
But SR4A explicitly states that adept max ratings use the
full Magic score, not just the Adept portion. Is this a deliberate change to the rules, or did the FAQ compiler just overlook that rule?
I don't care for the ruling on maximum spell Force either. I think it's directly analogous to maximum power rating, and more important I think it's reasonably balanced to allow the full Magic rating for spell Force. The main question is whether it can let you make a better magician than a Magician, or a better adept than an Adept.
For a spellcaster or conjurer, adept powers are essentially the same as permanent buff spells, with a permanent penalty to your Magic pools. The penalty isn't quite as bad as the sustained spell penalty (since it only applies to Magic rolls), but the benefits aren't as good or as flexible as spells either. Ultimately, you're better off being a full mage with sustaining foci or quickening. Therefore, I don't think it matters if you allow full Magic for Force, since it's not really a good build anyway.
What about power-oriented characters? Is it appropriate for "adepts" to cast Force 6 spells? I've been thinking about it, and I don't really think it's a problem. It's pretty useless for Combat spells, because you'll only have 4-6 dice in your spellcasting pool, and that's just not enough to beat defenses reliably. Meanwhile, it doesn't make a big difference for Health spells like stat boosters, since you only need 3-4 hits on those anyway. Instead of spending 2 Power Points on initiative powers, a Mystic Adept could set aside 2 points of Magic to get +3 initiative AND +4 to all stats. Sure, you'd have to overcast the spells, but then you could use foci or quickening to make them permanent.
(Yes, this means that Mystic Adepts can be better than Adepts, although there's a lot of investment involved. I doubt you can afford it all at character creation, and I don't know whether the character be playable early on.)
Therefore, I think there's no need to restrict maximum spell (or spirit) Force for Mystic Adepts. They're still weaker than pure Magicians, and it doesn't affect the things that make Mystic Adepts better than Adepts. Am I overlooking anything here?