Beyond that... I'd say Magic needs retuning overall. Characters who rely on magic seem to have a major advantage in many encounters, and few drawbacks in needing some rest.
Weapons and magic in general need to be re-scaled so that the two classes are more even. Magic reliant characters are barely ever pushed to that infamous limit that finally topples them. As seen in Sable/Elea's conflict, our catgirl sorceress wiped out 10 of your elite units and further continued to thrash through two more LARGE wave encounters almost single handedly, and though a lot of the fluff is cute, if two warrior types were faced with a similar group of foes, I'm pretty sure both would be tits in the dirt and asses stuffed by now, waiting for Mattias to come rescue them.
While it's true that Sable is rather sharply specialized in magic and has other drawbacks as a result, it still doesn't feel very balanced, and I'm sure Xiv would've enjoyed participating in that 2nd wave instead of being stun-locked.
This is always going to be under debate though, as if magic is too weak, no one will rely on it.
A quick suggestion there may be to make 'natural' magic qualities be free-cast as we're doing, and weaken them to around 1/2 their weapon based counterparts in damage, then have spell-based equipment (wands, staves, focus-crystals, etc.) which are held and used by casters instead of weapons. These focus items 'unlocking' higher level spells, rather than taking a perk for it (so to speak).
Then instead of giving large magic multipliers, keep magic multipliers on par with weapon multipliers, and simply have spells do more base damage, relative to their mana costs.
Such a system could drop the focus-roll for basic spells, as characters are deemed able to cast by instinct no matter what, letting magic wielders have an "unarmed" attack via magic, while focus rolls and the rest would rely entirely on spell objects.
... In this method, a character's spell-list becomes what items they have, just like a warrior may swap between a bow for first round of combat, to a sword, etc.
This would also prevent the situation where you need to send unit-spam of 10+ enemies to handle a caster, and likely have the caster win anyhow, while 3 of the same enemy easily rapes a warrior, since it would re-balance magic users as a different form of combat.
The biggest flaw of this is that it may feel like it starts to lose it's individuality, but this aspect should rely on the RPer's skills, not a twinkable system. A further suggestion may be to approach it as a Rock Paper Scissors style system. Spirit Trumps Magic, Magic Trumps Fight, Fight Trumps Spirit. This would encourage characters to think more strategically about a fight, and avoid battles where they know they have a disadvantage. Or even abandon their primary weapon to try to pull an edge over certain enemies. (In this example, Sable would stop using magic and rely on her rifle to take on a spirit enemy.)