I really do not see the problems with Sihr. They're relatively equivalent to other hedge traditions.
Summoning is easily moved to the Magic realm without taint, but the other three Ars Goetica do have infernal leanings. Perhaps you can replace some or all of them with Mystery Virtues like Spell-Binding and Hermetic Empowerment.
Certainly not! Look at Rival Magic! The TC&TC Sahir is in that category.
We do not need to discuss here the definitions of an Order that no longer exists in this saga. Whether a character type is a hedge magician is best checked by comparing it with the traditions from HMRE. Xavi would have done that, I reckon.
Exactly my point; TC&TC Sahir is very much on par with HMRE traditions. It's not in Rival Magic, and even if it was, Rival Magic traditions, such as Augustan Brotherhood. have expressly been permitted for this game.
The important point is that someone was prevented from playing what they wanted by a baseless mis-characterization of the TC&TC Sahir power level. Since this is a troupe game, you need to defend that.
I've spent a couple hours investigating something that would be different and that I haven't tried before, while being something with no Tainted Virtues nor a Sahir to keep everyone happy and sidestep those issues. I think making a Faerie Doctor, focusing on Faerie Wizardry (Enchantment Method) would be different enough from what others have as well as being new to me. Faerie Doctor is a little tough to work with since you have prescribed Minor Flaws in areas with limits, but that just creates an interesting challenge.