"Catapult of the Mighty Winds" Vs "Pull of th

Are not those two spell too similar in the effect, but not in game mechanics?
I know that Catapult of the Mighty Winds was written later, and uses rules that weren't in the ArM5 corebook, but is not time to re-consider the mechanics of Pull of the Skybound Winds with this rules implementation ?

Catapult of the Mighty Winds
R: Voice, D: Mom, T: Ind
Requisite: Rego
Terrifically strong winds sweep up an object (such as a barrel, a piece of furniture, or an unfortunate human being) and hurl it on a high, arched trajectory toward any point within range. If the projectile has Magic Resistance, this spell must penetrate in order to affect it. However, once the projectile is airborne, its motion is natural and hence it bypasses the Magic Resistance of anything it hits.
You must succeed at an aiming roll to hit the intended target. Because this spell gives the caster only indirect control of the projectile, the aiming roll suffers a –3 penalty and a extra botch die. The winds are strong enough to throw a grown man 20 feet into the air. Both the projectile and anything underneath it suffer damage when it crashes to earth: the damage is usually +10 but it could be less if the projectile is considerably lighter than an adult human.
(Base 5, +2 Voice, +2 unnatural, +1 requisite)

Pull of the Skybound Winds
R: Voice, D: Conc, T: Ind
Makes winds rise upward, pulling one object, creature, or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a Finesse stress roll against an ease factor of 12 to choose where the object will fall.
(Base 5, +2 Voice, +1 Conc, +2 unnatural)

I disagree. The forward motion is unnatural, and so is (until the projectile reaches its highest point) the upward motion. The correct trajectory would be something of a straight line (or other trajectory) from the starting point to directly above the target, followed by a straight fall downwards. This offers an interesting tradeoff: the higher the "drop point" the higher the damage, but the easier the dodge.