The nerf we apply in our home game is a bit more drastic We just give them free PP at a rate of .5 PP per magic. Then make them aspected instead of giving them full mage abilities.
This "Aspected Adept" makes them more of a hybrid instead of the "Mage Plus" that Mystic Adepts are right now. Additionally, it gives the summoner and caster types a cool distinct flavor. We have one in our group now and he's definitely NOT underpowered. Interestingly, the Ways from SG become even more attractive to these guys for the power discounts.
That's not bad. I may include that as an option for my next game. Personally, I'm going to be cutting the number of spells a Mystic Adept gets compared to a mage and buffing up the Sorcery/Conjuring/Enchanting Adepts. I'd go with FasterN8's "Aspected Adepts" getting the same as Magicians and a PP cost 5 Karma. Give players a straight choice between starting spells, starting PP, and Magic skills.
My Modified priorities:
Priority A: Magician: Magic 6, two Rating 5 Magical skills, 10 spells
Mystic Adept: Magic 6, two Rating 5 Magical skills, 6 spells
Technomancer: Resonance 6, two Rating 5 Resonance skills, 5 complex forms; 5 Karma of registered Sprites
Priority B: Magician: Magic 4, two Rating 4 Magical skills, 7 spells
Mystic Adept: Magic 4, two Rating 4 Magical skills, 3 spells
Technomancer: Resonance 4, two Rating 4 Resonance skills, 2 complex forms; 3 Karma Registered Sprites
Adept: Magic 6, one Rating 4 Active skill
Aspected Magician: Magic 6, one Rating 6 Magical skill group; 10 Spells or 35 Karma of Bound Spirits
Magic C: Magician: Magic 3, 5 spells
Mystic Adept: Magic 3, 1 spell
Technomancer: Resonance 3, 1 complex form; 1 Karma Registered Sprite
Adept: Magic 4, one Rating 2 Active skill
Aspected Magician: Magic 4, three rating 3 magic skills from one group; 7 spells or 25 Karma of Bound Spirits
Magic D: Aspected Magician:Magic 2
Adept: Magic 2