ikarinokami
Thank you for your input. If I were planning on playing this character in a game where you were GMing, I'm sure I'd have made a more optimized character.
As I'm sure you can tell, this character is supposed to be young, reasonably inexperienced, and as such likely won't be going up against CorpSec any time soon. We simply have different views on what is "acceptable" in terms of dice pools, because we obviously have different expectations of the level of the opponents. That's fine; saying that the character is "nowhere near reasonabley [sic] good for a 5E game" is in my experience patently untrue, seeing as I did in fact get to play a few scenarios with him and I enjoyed myself quite well, thank you.
I see where you're coming from, I just don't agree that your assessment of what is required for a mage to be "effective" is a concrete fact. Thank you for voicing your opinion, though.
And JackVII has it on the nose; the character is using the Raven Mentor Spirit (similar archetypes are mentioned as being Deception and Mischief), his highest non magical dice pool is 17 (Con 5 + CHA 8 + Mentor Spirit 2 + First Impression 2), he rolls 15 dice Manipulation spells, and 13 to resist Drain. He's more of a Face than a fighter, and more of an social infiltrator than a sneaky one (hence First Impression and Fast Talking specialization).
The spell selection is also geared towards supporting his primary and secondary roles (Face, Social Infiltrator); Physical Mask and/or Influence enable the character to gain entry where needed; Trid Phantasm and Influence can help act as distractions, Ball Lightning, Armor, Mob Mind, and Physical Barrier are mostly combat oriented, but can also perform utility, while Fling is for surprise attacks, as using Fling to hit unaware subjects with injection darts full of Narcojet is far more efficient than using pistols or crossbows. Mind Probe is entirely utilitarian, as is Ignite; I don't see Ignite as combat spell, but as a utility spell.
As a comment to your comments, JackVII, and thanks for voicing them;
What I've gone for is a non-traditionalist mage type. Armor is not necessarily for me, but for team mates who could use even more armor; cast at Force 1 with Edge or Reagents and sustain using Focused Concentration. Combine with Trid Phantasm to make it appear as if the enemy is being overwhelmed, or create mirror images of the main combatant, and you've got a situation the kind of opponents I visualize the character going up against might not be prepared for.
Fling; see above. Injection Darts with Narcojet is a Manipulation mage's best friend. Against unaware targets (and chances are they will be, because the character is a social chameleon) all I need is 3 hits on my spellcasting test, which means Force 3. The target then has to resist 15S with a normal Toxin Resistance Test of BOD+WIL, and needs a total of 4 or 5 hits to not be knocked straight out, and even if he doesn't it is more than likely unaware of where the dart came from.
Ignite; "Build a man a fire, and he's warm for the night. LIGHT a man on fire, and he's warm... for the rest of his life." Seriously though, this is more of a utilitarian type spell than it is a combat type spell; I see it as potentially being useful to create distractions, used to cover the teams exit in combination with a Physical Barrier spell, you name it.
Mob Mind; Agreed, the drain on this one is not pleasant. This is one of those spells you cast at high force and Edge the drain resist to my mind (heh!). Make sure the AOE is large enough to catch several members of the opposing team, and you can have a fight go from "impossible" to merely "we might just live through this".
Physical Barrier; I don't see this as a combat spell as much as I see it preventing pursuit. Shooting through a barrier? No problem. RUNNING throught it? Not happening. Damaging barriers with penetrating weapons is (ironically) difficult, after all.
So yeah, thank you both for the feedback; I do see where you're coming from, less so in the case of ikarinokami because we apparently don't play the same kind of games, but I hear what you're saying.