The counter thought to that is that there is nothing that says that every Form, even every Element (of the 4 classical ones), needs to do the same "damage" at the same magnitude. No one(?) expects a Level 15 Creo (Rego) Aurum spell to hit as hard as a Lvl 15 Cr(Re)Te.
I also run some non-canon aspects of ice, along w/ some canon.
o First, we accept that "ice" is the realm of Aquam alone. Some parts of canon hint that it might (at times?) be covered by Terram (as "a solid"), but it's important in several points to follow that it's simply Aquam.
o Ims, magical ice is simply "solid water". CrAq creates magical ice, ReAq will turn mundane water solid. No Muto is needed.
o Ims, I run that "ice" is +1 magnitude tougher to manipulate (ala Terram's dirt->stone->metal->gems spectrum, etc.). *
o Ims, magical ice is not cold (at least not via Hermetic magic) - magical fire has heat from Ignem, but magical ice would need Perdo Ignem to be "cold". (This avoids some meta-effects that I do not believe fit with Hermetic rules of magic. You can't "Creo Aquam" and chill down another object - that's Perdo Ignem ONLY. If you want to think of this as a flaw in (my version of) Hermetic Theory, feel free.)
o Ims, when magical ice expires, it does not leave any water - all Aquam disappears at the end of the spell, so water and ice (solid water) disappear simultaneously, no "wet spot", no mundane water has been created. (And since it's not cold, no condensation.)
o Ims, when magical ice is heated (mundanely or otherwise), it is not effected unless the "water" can be evaporated - it's water, just "solid", so I treat it as water, regardless what shape. In short, magical ice never "melts" (unless Rego is used to change that state, etc.)
I emphasize that not all those rules are canon, but imo they both are self-consistent and feel more consistent w/ the core rules than some other interpretations I've read. ysmv.
[i](* This makes sense on a meta-level to me, and is in keeping with several other guidelines. Re damage, getting hit with a fire hose is not going to be as brutal as getting impaled by a pointed icicle as big around as your leg, so +1 magnitude balances that. It also balances it re "encasing" targets - creating a barrel of water around someone's feet gets their feet wet - doing the same with ice locks them in place.
In short, "ice" is more useful than water for most combat, and so the +1 magnitude balances that, distinguishes CrAq ice effects from otherwise identical ones w/ water, and rewards creative liquid-water use.)[/i]