Well, the devil's in the details. Scenario two is indeed preferable as the less-bad option if the "fix" for Scenario one is no fix at all. Or makes the situation worse. And a topic like "how do you fix MagicRun" goes back to the beginning. If it WAS an easy fix, wouldn't it have been fixed by now?
Sure, but the baffling part is why haven't they just balanced it? I think it easy an easy fix for any optimizer. Hell I could legitimately balance it appropriately, right now in 10 mins, with a single post. Speaking for SR5 on the core system from the CRB:
Magic Attribute- Maximum rating at character creation is 4.
- Initiation increases the cap as normal, to an absolute maximum of 12.
- Maximum Initiation Grade is 8.
Resisting Magic- Every full point of essence lost to ware adds one additional die to spell resistance pools. Does not stack with the magic resistance quality or the racial spell resistance of gnomes, fomorians, ect.
Mystic Adepts- Must choose one of spellcasting, summoning, or enchanting, like an aspected mage. They may not use the other two skill groups or options.
Spells- The maximum number of spells a spellcaster may know equals their magic attribute x2.
- Cost 10 karma each, rather than 5.
Spirits- Do not gain hardened armor, instead gaining armor = to force.
- Completely remove aid sorcery, spell sustaining, and spell binding from bound spirit options.
- Cannot be oversummoned without metamagic.
- Spirits higher than Force 8 always get to simply choose to heed a summoner's call or ignore it, no rolls required.
- You can never have more than one spirit actively participating in combat. You can have more than one spirit engaged in non-combat tasks, however.
Metamagic- New metamagic: each time it is taken summoner can summon spirits with a force one higher than their magic attribute. If you are already able to summon a spirit of Force 8, each instance of this metamagic instead allows you can add one additional power to said spirits.
- Quickening: the maximum number of spells that can be quickened on a single creature or object is equal to the highest magic attribute of any awakened characters who have quickened a spell on said creature or object.
Reagents- Can only be used to ignore the force/maximum hits limit of spells that effect the caster his/herself, rather than ignore the limit on any spell.
Foci- Have a maximum rating of 4.
- Only rating 1 and 2 foci can be crafted. Rating 3 and 4 are reserved for artifacts and/or other objects of historical importance.
- Cost quadruple the karma and nuyen listed.
- Ki foci totally reworked: 1 PP worth of powers per rating, costs equal to power foci.
That was easy, and it will work. Some people just might not like the specific changes, but that will always be the case.