Not so much an argument or asserting “one true wayism” as just putting forth my personal counterpoint to that particular assertion. I mean, I’ve already listed a whole bunch of other different magical warrior types.
Pot, kettle. The thread asked for opinions I gave mine. You argued with me.
I didn't tell anyone else they were playing wrong. You did, to me.
The fact that you've listed a lot of what you think qualifies as magical warriors doesn't mean anything to me.
I think a guy who can channel mystic energy to improve his odds of hitting, or his weapon’s damage output, or both is pretty doggone magical. It’s not the ONLY way, clearly, but it is perfectly valid.
To me, lag doesn’t matter if they’re the caster. If he had to cast a ritual that decided his powers for the day, that would still be magical.
The more subtle abilities can be fun, too. Ones who can see the ethereal...and strike those who reside therein? Ghost-killing is magic.
I once played a PC in a modern fantasy game who was a (mundane) deadeye shot and could move at full speed through even the most crowded space, even those that seemed impossibly tight, without touching any obstacles or betraying his passage beyond his footsteps. Magic made him both elusive prey AND relentless hunter.
Totemic warriors are an often overlooked mystic martial PC type. A warrior who becomes more than human as they channel the strength of a bear, the toughness of a boar, the speed of a rabbit, eyesight of a falcon, the armor of a turtle or some such by calling on the spirits of animals- singular or a panoply- is a fun thing to run.


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.