Well, I whilst agree with some of these suggestions, and would concede that the 'Hermetic economy' creates story possibilities, I would maintain that there are more interesting things to tell stories about, and more interesting ways to tell them.
The quest for immortality, or at least great longevity, for instance, is a staple of 'magical' stories, but I can't help but feel that there are more interesting and personal ways to go about it than a character simply scrapeing the necessary vis together and buttering up a Creo Corpus specialist.
As I said earlier, this perception stems from my, and my friends', attitudes towards Ars Magica, and gaming in general. Most of us are historians, and none of us are committed Ars Magica grognards (to use a lovely old piece of terminology). Further, none of us are primarily fantasy gamers. For me at least, stories about love, betrayal, power and revenge; eternal, dramatic, human motivations, are always destined to be more interesting than ones about gathering vis and maximising lab totals.
I realise that I am creating a caricature here, but a good story should not depend for its interest upon the mcguffins of its setting, which is all that longevity potions, vis, and even Hermetic magic as a whole really are. I certainly prefer for the characters to have deeper and more complex motivations than merely living as long as possible and writing better books. As a player, I would feel cheated if those were the main foci of a saga. As a storyteller, I would feel that I wasn't doing enough to motivate and involve the players if those were their primary goals.
At the risk of sounding sarcastic, I could turn the Lord of the Rings example to suit my own point. The films certainly protrayed the details of a fantasy world beautifully, but I certainly wouldn't say that, with their lumpen adaptation of an already cumbersome plot, and two-dimentional characters spouting cliched dialogue, I found them even slightly involving. A story that was essentially a parable about futility of war and the nobility of human spirit became, for me, ten hours worth of CGI monsters and interminable slow-motion swordfights. That said, I'm sure everyone here has already argued the relative merits of the Lord of the Rings flms to death a thousand times, so I'll draw a line under that.
I'm not by any means trying to say that my choices about how Ars Magica should be played and run are better than anyone else's, much less telling anyone else how they should play the game. I'm certainly not trying to insult or annoy anyone. What I do wish to put across is that I believe these things can be pushed into the background, and that to do so is to the benefit of storytelling.