Blue
Ravenous Bugblatter Beast of Traal
To put this in terms that I know you'll get, I'm looking for mundane ways to affect the narrative in equal (but different) amounts as magic can.@Blue
Given how broad the category of magic is compared to what people consider "possible" to physically accomplish, this is a tricky question. It's a take on the quadratic wizard to linear fighter problem, which has been an issue with many games for years.
Some games have managed to deal with this, though. I would look to such games for inspiration. Apocalypse World (though it's not quite magic in this case) and some of its better offshoots (Dungeon World and Stonetop come to mind). Some other games manage this as well.
I think the best way to tackle it is to address it on both sides. Tone down the magic a bit, or make the spellcaster a bit more limited in some way, or put a cost to magic that helps mitigate its efficacy. At the same time, broaden what the warrior type can effectively do. Allow them to injure multiple opponents with one attack, give them other abilities that make them dangerous in combat to help offset the more limited focus they have.
The traditional breakdown is that magic can do things mundane can't, so this has long been a problem. No matter how much you flap your arms, you're not going to fly.
But if instead we describe magic as ways to make authorial changes to the narrative, then there are mundane ways to do the same sort of thing. Because "creating a helpful NPC who wasn't there before" isn't something you can do when you are looking at character abilities, but is something you can do when looking at player abilities if allowed, justifying it within a mundane in-world structure of "Contacts".
In other words, I'm reframing the issue in the same way flashbacks reframe planning -- this has already happened in-world, we players at the table just didn't know the details until we just made them up. And I think that can sidestep a lot of the traditional loggerhead that mundane can't be as useful as mundane+magic, by making it actually mundane+authorial_mundane vs. mundane+magic.
EDIT:
Actually, "Flashback" is a great example of an authorial-mundane ability, if it's not generally available. I've seen games with "Preparedness" where you have chances to have just the right tool/collectable action figure/what-have-you that you need at the moment, which is another.