I mean it is, there is also the fact Mages don't have a morality stat like Vampires or werewolves werid form of it. Mages are by and large Zealots that are very willing and able to kill. Even low Sphere levels (2) make them deadly as fuck compared to Vampires and others.
Werewolves don't have morality stat either. The Litany is more like code of religious law, not a morality stat. Mages don't have a morality system like vampires because they are too human in that dimension.
Now, free WP 5 means you save on 2 freebie points. But that is pretty much it. Also, having strong will doesn't mean being a zealot (that would be werewolves again), though some well are. Same with willingness to kill. Mages are not automatically combatants. Nor are mages safe from combat stress and ptsd.
Now, sphere 2 is the basic level where you can affect things. Of course with sufficient imagination and theoretical 2 in every sphere you can do quite a lot, but usually not as immediately and directly lethal. Beast sure comes in handy there.
Starting mage would have something like Arete 2 and 3 Spheres at second level. Let's say it's a Hermetic with Forces 2, Prime 2 and Mind 2. Meaning you are rolling 2 dice for casting, probably at higher difficulty.
A Tremere for simplicity case would have Thaumaturgy 2 and Dominate 2 (or Auspex 2). Though selection is more limited, they are rolling 4-6 dice for it. With some blood at hand vampire could boost physical attributes to 5.
If I wanted a face-to-face combat mage at the starting level, it's better idea to invest into Wonders, Implants, and a Niphilim merit. Or a god-body tattoo if you are really into it.
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Interesting Points
The book's opening fiction has to start with a nighttime raid or else the falling gargoyle, hole blown in the roof, and art all have some real questions to answer. And while it says that they were told not to rely on magic, they seem to be using extremely little magic or countermagic despite the main attack team being largely Flambeau who are the Order's war mages with battle consors. There's reasons for that order, but after the first spell gets thrown there should be a lot more in that battle alone, and more actively.
I am pretty sure it was some Orphan hired by a Hermetic to break into an individual tremere chantry and steal some books. Tremere had a guard gargoyle which the orphan shot full of Prime enchanted bullets. And promptly asked for hazard pay.
Act 2 also explicitly has a night battle where guns are the order of the day for the mages, even though it's in a vampire chantry.
They are using various magic at the time. Not to the fullest potential of course, as I said - not a combat Order mostly. You want war mages? Vaeldarman.
As for the guns - excellent choice. Instead of chanting and concentrating against enemies that are physically tougher and cast faster/stronger, they chose to use reliable ranged aggravated firepower. Good choice really.
Which, again, the Hermetics should know that the Tremere were once a house of theirs, and therefore this is a perfect time to use lots of little and big magical effects.
They do use it. Including archangel summoning, fire elementals, flambeu spells, hacking the tremere wards with computer magic, Etc. You do remmember most masters of the art got ganked by plot and it's mostly sphere 2-3 mages right?
But that's essentially the end of the second act where the third act is the pure drama denoument and a deus ex machina as is appropriate for the Greek play style of the majority of the book.
yeah, as I said vampires are the most profitable game line. Had to save their face XD