IMO - Magi start the game out vastly under-powered for how the seasonal simulation rules work. I also ran a blatantly OP game that had extremely powerful apprentices. Nothing fell apart, and honestly, my players had more fun.
In my game, I gave OBSCENE amounts of xp to my troupe - BUT I gave them a stablock they acquired through their apprenticeship, as well as generous xp from their masters. In most games and as implied by RAW, this would is munchkin levels of XP.
The setting is a group of masters discovered a powerful temple of minerva - hiding the hibernating God, who initiated them into her mysteries of teaching and learning.
All of the PC's Masters (after mystery cult initiations had)
Base +9, Com +5, Good Teacher +5. Teach 16 (Apprentice), Puissant Teach +2, Teaching Lab Specailty +3, Student with Apt Student +5 = +46 xp per season with master.
They then also received in class training in mundane and arcane lores for +40xp.
Two seasons of exposure doing scutwork or labwork for +4 xp.
So each master taught at least 1, sometimes 2 seasons per year.
Each student received ~90xp per year.
They were also assumed to have been trained before starting their apprenticeship.
They graduated their apprenticeships with:
Artes Liberals 3
Area Lore (Covenant) 3
Area Lore (Provence) 3
Areal Lore (Roman Empire) 3
Civil and Canon Law 3
Code of Hermes 3
Dominion Lore 3
Faerie Lore 3
Infernal Lore 3
Magic Lore 3
Magic Theory 6
Organisation Lore (OoH) 3
Parma Magica 1
Profession: Scribe 3
The apprentice learned from their own master: Opening Arts (1s)
5 Seasons Arts (230xp) - maximum of 10 in any art including affinities or puissant so the PCs were not over specailized - and also that their own masters didn't reliably have art scores higher than that.
3 Seasons of variable learning depending on house - PCs could learn a hermetic virtue, extra arts, or some other instruction
5 seasons of spells (250 lvls)
+60xp from exposure into wherever they wanted across: Scribe, Magic Theory, OoH Lore, or Latin. Everyone put their XP into Magic Theory.
So since spell levels weren't higher than 30, nothing was too crazy right out of the gate.