I'll tell you what else they screwed up.
I'm equal parts Pyrokinetic, Hydrosophist, and Geomancer. We're pretty far along so I'm getting the good stuff in all 3 now. I have a couple levels in dual wield and wands, but the points I've spent in those two combined don't even come close to how much I've spent in any one spell line alone.
Attacking with my wands gets me a pretty reliable 100-150 damage for 4 action points. I have a pair of wands for every type of elemental damage. If I use the right type (like fire wands vs an ice elemental) I get closer to 200-300 damage.
Pyrokinetic's MASTER attack, immolate, which has this HUGE combat animation, does 120 damage and sets the target on fire. It costs SIX action points to use. For all the sound and fury, it's more or less a slightly more powerful version of the newbie fire attack, Flare. , which does about 80 damage and sets normal targets to warm, and warm targets on fire.
Hydrosophist's medium attack, Ice Shard, does about 100 points of damage and has a chance to freeze the target solid. It costs SEVEN freaking AP to use. I almost never use it due to it's high AP cost and low damage. It costs me 8 ap to switch to ice wands and attack with them instead, and usually it will do more damage.
Geomancer's medium attack, however, is Poison bolt. It only costs FIVE AP to cast, and reliably does 200+ damage AND sets poison status which continues doing 50+ points of damage per tick over time, AND spills a puddle of flammable goop on the ground at the target's feet, which I can then cause to explode by shooting the target with my fire wands, doing massive explosion damage.
To add insult to injury, the maximum level of any magic line will only let you learn 4 midgrade spells and 2 master grade spells of that school. Which is bullshit. And they eliminated all but one healing spell out of magic (it's in the hydro line), it's a novice rank spell and costs 5 ap, which at my level heals about 200 hp per turn for 3 turns.
Basically, enhanced edition nerfed the hell out of fire and ice mages, and earth magic and dual wielding wands are ridiculously, stupidly overpowered.
For comparison, Dei's backstabs generally do 160-225 damage total for (I think) 4 AP, Bairdotr's mundane shots with the best bow in the game do about 180-250 damage per 4 AP shot, and even our sword'n'board tank is doing 100-150 damage per 4 AP attack with a one hander. Bairdotr also has a much larger chance to miss her target the farther away it is unless she is also pumping points into perception, but her damage depends on dexterity. My mage? Intelligence is all that matters. Wands are 100% accurate at any range regardless of stats. I could just pump every point into intel and be perfectly fine, but I'm also putting points into speed so that I get 13 ap per turn where most people only get like 8. That means I'm basically a fucking wand machinegun when I want to be, and I can outrun anything on two legs otherwise.