You're way underestimating the utility of Magic Theory. It sets the upper bound on vis, but that's actually not that important for a Verditius with a decent Craft. It's main importance is that it does double duty of adding itself, as well as setting the maximum bonus from Shape+Material+Philosophiae, meaning that every +1 MT is +2 Lab Total. Doubling down with Affinity for MT is, considering the investment of XPs involved, nearly necessary, both to beat out the initial age limits on Abilities as well as to make beating them worth your while. You don't take MT at 5; you take it to the maximum you can get it.
Regarding MF for enchanting... well. It's been beaten to death. The line authors that did chime in felt it was appropriate; I don't think the line editor gave an opinion. Everyone else seems to want to ignore the HoH:MC rules text and I suppose they can if they want, but at that point one might as well preface your discussion on rules with whatever you feel like using. Like ruling that Puissant adds +10 to Abilities and is the best Virtue of course.
In any case, here's the calculations:
Technique 5
Form 5
Intelligence 3
Magic Theory 7+2
Magical Aura 4
Lab Quality +0
Inventive Genius 3
BASE LAB TOTAL 29
Magical Focus 5
Potent Magic 3
Craft 5
Shape and Material 9
Superior (Craft) Tools 1
Early Riser 1
ENCHANTING TOTAL 53
This is built on Potent, Minor MF, Puissant MT, Affinity with MT, and Inventive Genius; everything else is gravy (Cyclic Magic, Planetary Magic if Safety applies, Verditius Runes much later).
You're looking at starting with MT at 7, most Techniques at 5, a handful of Forms at 5, and a smattering of Abilities. For a newly-gauntleted Apprentice that's a damn good Enchanting Total, especially since you can apply it to such a wide variety of effects and increasing your other Arts to 5s is trivial.
