this was pretty well thought out, much better than most mage posts of knowing the mage class isint fun but not knowing how to make it better without making it the strongest class.
i agree with most of your points but id like to comment on a couple points.
mages being GCD capped while trained is a tricky point, you basically have 3 ways casters deal with getting trained atm: locks spend almost no GCDs and have good survivability, mages (and to a lesser extent shadowpriests) spend alot of GCDs and have good survivability, all other casters have truly bad survivability. the problem is basically locks dont need to spend enough globals to have the best survivability, if anything all survivability should be brought closer to mage/sp instead of lock. i think your later suggestion to remove 0.5 on defensive abilities is a good idea also though.
id rather see cone of cold being 3sec undispellable root right away. id rather see mages play with a melee if they want strong snares but 3sec undispelable root should make it a solid peel for a partner whose on a pillar and just long enough to get melee off you for a chance to poly. despite this being controlled it seems like DR would have to go into the random root category to make it balanaced though.
i like the r1 frostbolt idea but it would make sence for it to do minimal damage, cover debuffs should be used before cc not after.
as far as cold snap i think the cooldown itself promotes mages being weaker in longer games, theres no way to change this without reworking the ability itself so your weaker early game with 2 full sets of CDs rdy, your suggestion is basically just a buff but a fairly reasonable one so im not disagreeing, but this doesnt fix the problem well.
Edited by Serida, 14 February 2011 - 07:18 AM.