The impression I got is that they're generally either weaker or more specialized than most beginning D&D characters, more akin to beginning Runequest characters.
I think that's a fair assessment.
Of course D&D mages can swap out spells and learn new ones easily,
Starting 4E characters might. Also to a lesser extent with 3.x. But earlier editions definitely can't have that same range of magic choices. How about clerics that start at level 1 and have no divine spells like in Basic D&D?
Savage Worlds characters are stuck with three generic combat powers, until they spend an edge to get another power.
There are tons of non-combat applications for the powers in Savage Worlds. For example, that thief-mage I mentioned who walked on walls and read minds.
On the other hand, no spellbooks, and mystic tomes of ancient knowledge mean nothing ro them. They can't even swap out their old powers. That doesn't say "mage" to me, more like "magic-themed inor villain from a superhero comic".
Again, I think you're expecting heroic level mages from the novice level of Savage Worlds. Why don't you make a seasoned or heroic savage world character and then compare like to like?
Well, I tried duplicating my AD&D wizard, but no dic. Dynadin may have been limited in the spells he could cast at one time, but he knew a half dozen, and quickly learned more.
Learning more in AD&D depended on the DM. It was very, very easy for a DM to have little or no access to spells to be learned and inscribed into spellbooks.
I tried duplicating my Mage character- heh, no I didn't even try the travesty of turning my Forces-bending, spirit-binding Hermetic into a Savage Worlds gun with legs.
LOL. You expect Savage Worlds system to be able to replicate the magic system of a game that is all about magic and making up spell effects on the fly? And then bash the game for not succeeding? How many pages does Mage spend on their magic system? And you expect Savage Worlds to have an equally developed magic system in the little explorer book?
None of which changes the fact that mages in Savage Works are just walking guns,
So the thief mage without any means of doing damage with magic was "just a gun"?
with the least flexibility of any mages from any magic system I've read or played. The only way casting the same three generic powers game after game could be more boring to me is if I had a single gadget to use game after game.
I played a Harn game once (I think it was Harn) where the only magic I could do was glow bright light, levitate and deciphre languages I didn't know. I was able to accomplish so much with that. Flexibility is in the player, not the powers.
If there's going to be a magic system in a game, I want it to be flexible, and also at least make the attempt to evoke something mystical, not just be a guy wandering around with a few random unchanging powers. Jaws of the Six Artifacts, with it's powerful, infinitely flexible, yet hazardous magic is perfectly evocative of the Sword and Sorcery hebrew; Swashbucklers of the Seven Skies has its mystical elemental magic, and of course there's Ars Magica, Mage, Amber, and even True20. Hell even 4E tries, with rituals. But Savage Worlds manages to be both inflexible and flavorless.
Yep, there are games that spend a lot more text on magic rules than Savage Worlds and thus have more options. But are you sure your charge of inflexibility and the painting of a caricature of mages just being "just a gun" is accurate? It's okay for you to like magic systems that give you more options and options that you can swap in and out. But you're being a bit ridiculous in your caricature of the Savage Worlds power systems.
Savage Worlds can handle the same thing with a few Setting Rules to provide that flexibility. Remember Setting Rules, where you sit down and add rules to customize the universal rules of Savage Worlds to your setting? Take AD&D for example, what about a Setting Rule where you can cast three Powers but you choose half a dozen and each morning pick three of them?
When the Savage Worlds rules don't exactly give the right feel for your setting, you're supposed to apply patches. It's really the only way that universal rules can run anything. Look at GURPS. How many books full of setting specific rules add ons did they publish? Hundreds. Fortunately PEG hasn't gone down the supplement treadmill road like that. Instead, Setting Rules are easier to come up with and apply.