Sichr, I've played plenty of Shadowrun and D&D. Both are team games. Now, as far as your FOX News-esque, sky-is-falling, everything's ruined forever prediction, I'll just say this: You're wrong. Even if a mage has all those spells, there would still be plenty of gaps, and need for redundancy. I could go into a long argument involving mechanics and what-not, but I'll simply put a few basic reasons why you're wrong, and leave it at that.
Reason the First: The matrix. Where in that list of spells or spirits did you find the ability to grab the paydata off the secure system? Where did you find the ability to bypass pressure sensors, and other detection devices not hindered by Improved Invisibility?
Reason the Second: Drain and sustaining. Repeated castings of all those spells, plus summoning spirits, plus taking the sustaining penalties on all actions? You're going to get kicked in the teeth with drain, and that sustaining penalty is going to hurt your chances of doing future spells.
Reason the Third: Glass cannon. Mages tend not to have heavy armor, possession traditions aside. This means that, when people geek the mage first, they tend to get hurt bad.
Reason the Fourth: Even with spirits, the mage can't be everywhere at once. And if you've never seen a run where the group has been split up, your DM is running you through it on Easy mode.
Reason the Fifth: Face. Control thoughts and Mind probe help manipulate people, sure. But that's no match for an actual face in the group, and you know it.
Reason the Sixth: One gun vs. Several guns. Your mage there may have magical firepower out the wazoo, but against a fire team with no one else to shoot at, he's going to be in trouble.
Reason the Seventh: You can only use magic on what you can see. Stunbolt does nothing to the person who just launched that grenade at you with indirect fire from behind that wall.