i get that it might be frustrating but the other magic factions do fine against it. it's only dabblers that have trouble. and Slann are not just cool magical frogmen they are the grand magicians and the fathers of all magic they showed the elves how to call the wind and all magic comes from their teaching. they where made buy the creators of the world to live and breath and have complete mastery over the winds of magic, their feats put all mortal magus and even the gods to shame if anything they are not strong enough with magic. but this is a game and things should be manageable so i think they are fine where they are.
Yeah I get that they were created by the Old Ones and all that - I just boiled it down to "cool magical frogmen". I still dont think that means they should be as oppressive on the table as they are in regards to anti-magic. I think Kroak should either be able to get +3 to unbind within 30" OR +0 boardwide. Having both is just insane and it really kills lists that have a single Wizard to cast a much needed teleport spell or some other buff.
On the flip side it looks like we might not see THAT much magic going forward. Nagash is losing a lot by the special rule of only having 1 Ward save, I wonder if people will still bring him as he's much more vulnerable now to getting charged. I have killed him from full to zero with 6 Gore Gruntas in Big Waagh personally (that was Legions of Nagash though, not Petrigash) but it was with a significant overkill that I think a 5+ Ward save still wouldnt be enough.
I've been following quite a few reviews of Lumineth and it seems like a lot of people are considering Teclis to be a trap and will go a non-Teclis route primarily. There are really not that many magic-bullies left beyond Lord of Change.
There's little to distinguish it from prayers, command abilities and general abilities. There's little variation in the available spells with the majority being "Do D3 damage with some small side effect", though that's slowly improving. There's several issues created by the rule of one (rewards playing deathstars/punishes playing multiple units, punishes bringing 2 of the same wizard even as a back-up
Im not sure what you are expecting from magic? It is a 2d6 cast that an enemy Wizard can interfere with (if positioned within 30") unlike prayers, command abilities etc. that typically cant fail or generally have really low odds of failing (prayers - some factions got available rerolls for them too). Sure it is an "ability" that goes off based on a dice roll that typically deals damage, but by the same token there is little to distinguish between ranged shooting and melee combat.
I dont think the rule of one is bad - It is there to prevent people from abusing one spell and spamming it over and over. Imagine being able to cast Stellar Tempest multiple times? Bye hordes! You can still bring 2 Starpriests and gain value due to spell lores. That is actually why I dont value the Starseer that much - He is a 1 cast Wizard (Why not 2 cast? surely he is better than a Starpriest, effectively a baby Slann) that typically wants to cast something else than his own warscroll spell. There are at least 2 Skink spells from the spell lore that are very good.
flat out invalidates certain tactics/playstyles
Do you mean it "counters" certain tactics/playstyles? Because it is really no different than stuff like Fyreslayers that pretty much counter every single melee army unless they have 200 models or can constantly return them like Legion of Grief.
There's also relativly little interaction, with other magic as well as with seperate mechanics. And there's no way for weaker wizards to compete with the stronger ones. If you're facing a wizard that has a +3 and you can't do get any modifiers you might as well roll over and give up fighting his magic.
Some random fool of a Wizard should have trouble unbinding Nagash or Kroak. Having +3 to cast is certainly strong and very good, but it doesnt automatically mean you get every spell through. The cast results range from 5 to 15, there are plently of results where a Wizard with no modifiers can unbind said spell regardless of +3. Trust me, as someone that plays with a +4 Kroak I have seen many 1s.