I've been wondering about the level of efficiency mages bring to the table in Shadowrun.
So, looking at it, Shape Material can produce an decent amount of power. The amount of material is based on volume which is measured in cubic meters, which is an incredible amount of mass. Presuming you choose a roughly fluid material, you're moving many tons of the stuff at the low end. Using the same math as that used for
Yoda, you're going to freaking smoke him. Force 5 Shape (Water), only one net hit, and you've got yourself 523 thousand kilograms moving at .3m/s; which is going to get you roughly 1.7MW of power. A Force 10 version of this spell, still with only one net hit, will get you 41MW. Get some finely ground granite, Shape Stone/Sand, cast it at Force 10, and get 3 net hits; and you've got yourself ~300MW.
So, a single decent mage or a spirit can probably match an efficient modern power plant; which as investments go, is quite good. We're not beating the Three Gorges Dam in power generation, as it's at 22GW (enough to power 18 thousand Deloreans), but I'm fairly certain the investment for that dam exceeds what is necessary to train a mage capable of casting the spell and permanently binding a Spirit of Man each year.
Next is in raw transportation, specifically the Movement power available to spirits. All the nerf in SR4A does is make it so the minimum speed increase on a 747 six-fold, making the change ultimately senseless, IMO. A single mage commanding an unbound spirit to use & sustain its Movement power on a number of vehicles equal to the number of services he got will allow for a decent number of international flights at a fraction of the fuel cost. Levitation through the first 10km of elevation at zero fuel will give HUGE advantages to the space industry. If you get a bound spirit to slap Movement on a cargo ship, things are looking good.
Direct military action is definitely a fool's errand. Nobody will/should risk as high value a target as a mage by placing them on the front lines, and spirits make poor scouts (is that a couch potato or a sniper in that building). Spirits, while tough, would be on a battlefield where armor-piercing weapons are the norm and soldiers will commonly have weapons that can take them out; making them better used for running around to maintain Guard on the actual military vehicles (open-ended services are good for that here).
What other logistical advantages does the wage mage get from the rules?