See, that's interesting. To my mind, a D&D mage shouldn't bother with locks. If he needs to open a lock, he uses a fire ray on the doorknob.
I guess never liked the archetypal image that pre-4e mages presented. Wimpy guys who can do weird stuff a few times a day, like knock or locate object, but can occasionally fly like Superman.
I prefer mages more of the Harry Dresden archetype. Combat magic is blasts and shields, telekinetic force and fire. If I had to put what I want a D&D mage to be in pre-4e terms, it would be access to evocation, abjurations, and maybe some conjurations. Other effects would take longer, or require crafting items.
I feel D&D magic is better overall if specific schticks are separated into different classes, rather than grouped under one wizard class umbrella. That's why I'm a fan of classes like the beguiler, dread necromancer, and warmage. They feel to me what magic should be about. You have an area of expertise, and a ton of versatility within that field. But you can't be good at everything.