I don't like more complicated fixes. I think giving free bound spirits or free spells/preps is inelegant.
PC aspected magicians just don't seem well designed to be magical specialists, and I think that's a good thing. While an NPC aspected magician can try to pass themselves off as a magical threat (and to a team without magic expertise, they can be a serious magical threat), PC aspected magicians don't fit that role. What they can do is use the magic they have to be better at something non-magic. They do this using their option for lower priority magic selections and the cool magical things they get access to just for being awakened (mentor spirits, foci, astral perception, some magical skills, magical gear, metamagics, etc.)
Examples:
Combat-Conjurer: Instead of 'waring up a ton, using drugs, or using adept powers, learning Channeling and channeling a spirit can make an effective combat specialist. Unlike mundane counterparts, they get to use weapon foci, and unlike combat adepts, they get to use spirit powers. Bonus: You get to build a herd of bound spirits to call upon when needed.
Conjurer-Face: While a typical magician-face probably more powerful, aspected conjurer-faces might have options at chargen for more attributes, resources, or skills, allowing for more customizable characters and quircks (cool summoning/binding foci, a good gun arm/or cyberarm, wider face skills ,etc.) Assensing can be helpful to faces, as well as having a big spirit stand behind you when intimidating someone.
Sorcerer-Sam: Heavily 'wared aspected sorcerer that knows counterspelling and uses a weapon focus. Almost as fast as a combat adept, but can probably take more hits. Tough to target with spells, and again, gets to use a weapon focus. Can choose to learn spells for ranged combat, or just rely on their gun arm.
Alchemist-Decker: Screw drugs and sustaining spells and 'ware. A few increase attribute preparations go a long way in boosting dice pools, and you can have several going for much longer than you need for most hacks. As you progress, you can give out preps to your team for their own uses, harvest reagents, and even pick up a cheap RCC and some drones to plant preparations where you need. Fire-Bringer and a health alchemy specialization are your go-tos here.
Conjurer-Decker: This one is prob a GM approval. Learn channeling. Keep Low magic. Your VR decker gets to hack, while a spirit animates your body and keeps it useful (or at least moving/alive) in the meat. Makes channeling good for action economy instead of inefficient. It lets your squishy decker and the low level spirits she can summon, who by themselves would be easy prey in a fight, to join together and be competent. At the very least you can get an easy body guard when you go VR.
These are just starters. None of these concepts are ideal magical specialists in a team. Some magic is usually better than no magic, and certainly aspected magicians can bring a lot of magical threat/utility, so i'm not selling them short, but aspected magicians shouldn't be directly compared to full magicians in their role (full magicians should have them beat at being best magical specialist out of chargen-compliment of spells, counterspelling, summoning/binding, astral projection, etc.). The goal shouldn't be to make aspected magicians fill the role of magical specialists, but for the priority table to reflect a real choice to making decisions about what kind of character you want to be.