I think that if I knew what I was looking for, I would have found it ^^
Ok, cool
At my table, this really hasn't been a very big problem - I find world impact is more limited by the player than the character, and those of my players who like wizards generally dig too deep into their powers to really engage with the world. Teleportation is more a service provided to the team than a personal asset. The one thing that has been troublesome is divination magic replacing scouting, making rogues feeling in need of some niche protection.
Yeah, I have a similar experience. I have trouble identifying with a lot of the discussion about non-caster disparity as it's not something I've particularly encountered. Perhaps I'm an excellent GM...

Much (much!) more likely is that I've been lucky with my players. It probably also helps that I come from a 1e background and tend to run magic-poor games--wizards can wield great power but getting hold of it and keeping it are things they have to work quite hard for. The fiction of my campaign world does a lot to curb the worst of their excess.
I have some thoughts on the "teleportation and the evil wood" situation from the other thread. If I have time I may post them there. I think divination magic is generally problematic and not just because it can impinge upon rogues.
I really like the stronghold-building/henchman attracting aspects of 1e classes. They really do allow characters to invest (literally and figuratively) in the game world. They also provide a wealth of adventure hooks, a mechanism for introducing new lower-level characters, and a handy way for characters to gracefully retire without being abandoned.
I've just bought the first two parts of the Kingmaker AP in the hope it will invoke similar possibilities in PF.
A similar set of resources can be acquired by thieves/rogues by connecting them to the local guild. I've not used it much but a connection to the criminal underworld can be as compelling as the fighter and his stronghold.
One thing I've been interested in developing but haven't used yet is the trade infrastructure. I think there's as much potential there as for strongholds and thieves' guilds.
All of this is strategic rather than tactical but hopefully provides grist for the mill of discussion.
The d20 Conan system has a lot of options for non-casters. Again, it's a low-magic environment--PC casters are largely discouraged--but as a result it offers lots of options for non-casters, both strategically and tactically.