Fair. The spell does call out that it doesn't affect Gods or Artifacts. But it does apply to Psionics, Nature Magic, Divine Magic, Arcane Magic, Alchemist Infusions, Pact Magic, and all other forms of Magic because it's all one thing: The Weave.I don't think you got that one right.
And I'm not even talking about the Weave. The spell itself says it doesn't affect artifacts or a deity's magic. A GM can add whatever other source they think fit the setting, too, obviously.
PHB Page 205. "The Weave of Magic"As a side note, the Weave is one way to access raw magic. The gods of the Realms most certainly are not limited by the Weave to tap raw power, let alone Mystra. And mortals can cast magic without the Weave, too, but I'm not going to extend on this one, since you've made it clear you dislike the idea. BTW, I don't care about it, unless magic itself is the plot of a game I run (which, right now, is not).
It defines -all- magic as reliant on the Weave. That Arcane and Divine are just different ways to access the same thing. In Sage Advice articles, Dan Dillon and others have confirmed that this is how magic works across the multiverse on all D&D Worlds. Dillon, in particular, confirmed that Psionics is magic and thus uses the Weave, too.
On Athas they might not call it "The Weave" but a rose by any other name, y'know?
Wild talents were common in Athas, but The Will and the Way are also super duper important and are how full on Psionicists worked in the setting.I had the impression that psionics as a wild talent was the norm for Athas. I could be wrong about "wild talent as a core concept"; I've played in Dark Sun a long time ago, and for a short campaign only. The way I remember it, anyone could potentially have a limited psionic power, and few individuals could really unleash their full potential. In a way, it's similar to Eberron's "wide not high magic". The magewrights have severely limited magical ability, and they cast slower than real mages. Yet anyone can unlock that limited "wild talent", so to say.