We aren't.You are getting frustrated because we are pointing out that you can point out in neon signs things you claim that balance wizards - but they don't work and we have either seen them not work or made them not work by playing wizards ourselves.
Yes they do work.
Every single one of your examples actually supports one of my main points, not yours. And that point is that a smart player will always take the best advantages they can to make it more difficult for their opponents in order to overcome them. That is what the game is all about. I wouldn't be playing the game if everybody was a cookie cutter impotent clone that couldn't do anything. For everything there is already a counter. That is why the system works.
You're doing things piecemeal. You're also forgetting the kinds of things that Wizards fight. There are very powerful monsters out there that takes a team of people to fight, and a wizard alone can't fight them.
Your arguments is that this shouldn't be allowed. And that these advantages should be taken away. Would you make the same arguments for sports games? Or other games?
And those arguments are your guys' arguments. The wizard is too powerful. No, it's not. That is an outright lie. The other lie is that the fighter is always static and never changes. It does. Fighters get more attacks and more feats than a Wizard does, and thus dish out far more damage at higher levels. They get extra chances to disrupt wizards' casting. More powerful wizard spells take longer times to cast. Two or three attacks in a single round gives two or three chances to disrupt that casting.
And if you have to change things so much, you might as well write your own game and try to publish it. Because changing the rules so much means it's not the same game. Whether it's D&D or not is another argument entirely.
And no, I'm not being snarky with that remark. Because if you're that dissatisfied with the rules, then why play the game?
I would not want to play in that kind of a game.
And I'd bet that you'd balk at the same kinds of arguments if somebody wanted to change your favorite rules using the exact same arguments against you.
And the fighter's get more powerful too. You're claiming they never change they're always static and a wizard is always dynamic. No, it doesn't.
On Mithral:
All it does is reduce the category of armor, from heavy to medium, from medium to light, and Mithral Chain still has an Arcane check of 10%. A Buckler doesn't have an ACP. I don't know where this Twilight ability appears. It doesn't appear in the SRD.
We are simply pointing out that you are selecting extreme corner cases in which the fight is almost fair. The problem is that it's a game of battleships, but the wizard has a grid four times as large as the rogue (and about ten times as large as the fighter).
It's not an extreme corner case because Wizards do indeed run out of spells per day. So they can and often do get caught with their pants down. Especially when exploring dungeons. A cooperative party will often allow Wizards' time to rest and re memorize their spells. If you've never seen this then you have not played wizards.
And yes, by saying that you are indeed ignoring that a Wizard doesn't have unlimited spells, they do run out of magic. You seem to think that this is a completely unlimited resource. It is not.
And, yes magic missile. Because a smart and ethical wizard would save his more powerful spells for more powerful circumstances, such as facing a party of fifty Orcs.
Hideously expensive and highly ineffective. The fighter's will defence sucks. So does the rogue's. And the armour SRs aren't strong enough.
And SR can be cast by the Spell itself. It creates SR equal to 12 plus caster level. And regardless, it still gives the spell another chance to fail.
But that's kind of weird though when compared to the Armor SR. Because
Spell Resistance is a 5th level spell. Wizards first learn 5th level spells at 9th level so that means the minimum an SR can be is 21, not 13 or 19 (12 plus 9th level Caster = 21). So that must be some kind of an error. So yeah, I'd have to go with the Armor SRs are indeed too low. But this is a real fix, not an outright change for the sake of change to my preference. There is a difference between fixing an error and changing the rules to suit one's preference.
And of course you can always have feats or items that boost Will saves.
The system does indeed work. For everything there is a counter. Every single spell you come up with can be countered by knowledgeable players. Not all wizards have the same spells, not every wizard is going to have the Invisibility spell, especially if they specialize in the school that forbids them from learning the school invisibility belongs to.
And I'm not that knowledgeable.
Good players use this to the best of their skills. By changing things around you are not allowing players to use their imagination and restricting them heavily.
And I wouldn't want to play a game that doesn't allow for these advantages.