A large fraction of Hermetic Flaws such as Slow Caster, Incompatible Arts or Waster of Vis limit a magus' ability to learn or perform Hermetic Magic; for brevity I'll call these Power Flaws. Note that Hermetic Flaws such as Blatant Gift, Infamous Master, or Difficult Longevity Potion are not Power Flaws.
It seems to me that - particularly in the case of "legacy" Flaws from previous editions - several Power Flaws are significantly unbalanced. This post is an attempt to look at all such Flaws in a common framework to get a rough sense of their relative balance (nothing more precise is really possible, given that saga-specific elements have balance impact too). Comments are highly welcome, in part because this has turned into a much more massive undertaking than I had anticipated, and it's almost certain I got something wrong - including contradicting myself!
Roughly speaking, any Power Flaw has two broad characteristics: Breadth (how often it applies) and Depth (how limiting it is when it does apply). Ideally, Flaws with the same Breadth and Depth should be equally priced, and for the same price increasing one parameter should decrease the other.
I'll very roughly class Breadth as:
Universal: most or all of the Magus' magic. E.g. Waster of Vis, Cyclic Magic.
Wide: a significant minority of the magus' magic. E.g. all Spontaneous Magic, or all Formulaic Magic, or all Ritual Magic (this is probably not-quite-that-Wide) or all Enchanted Devices (this is probably WideR).
Narrow: a very restricted set of circumstances. E.g. Restriction, Necessary Condition, or Incompatible Arts. No Familiar would also qualify. Difficult Spontaneous magic, or a Flaw affecting the creation of Lesser Enchanted Devices are probably a bit broader than this; Certamen or Talismans probably a bit narrower.
I'll very roughly class Depth as:
Crippling: enough to cripple a magus in that type of magic endeavours: e.g. no Familiar.
Mild: enough to occasionally reduce the effectiveness of the magic, but not enough to discourage its use. E.g. Poor Formulaic magic (a -5 penalty).
Note that there's a sharp discontinuity between Mild and Crippling: this reflects the fact that, if the penalty for practicing a particular type of magic is very serious, a magus will probably shy away from it altogether, almost as it that type of magic where completely off limits. For example, Unstructured caster effectively makes Formulaic spells off limits. And while a Weak Enchanter may enchant his talisman, he's unlikely to enchant anything else; so in this sense, Weak Enchanter is about on par with a (in my opinion better) Flaw that stated "You can't create enchanted devices other than your Talisman".
Obviously most Power Flaws do not fit neatly at one level - most are somewhere between two levels; furthermore, people may have slight disagreements about the actual Breadth and Depth. But I still think this rough framework is useful to identify glaring imbalances. Very, very roughly speaking, it seems to me that:
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Mild Flaws should be Minor if Wide, Major if Universal (Mild, Narrow Flaws are too weak to count as Flaws in isolation, though they may be used to adjust the value another Virtue or Flaw).
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Crippling Flaws should be Minor Flaws if Narrow, Major Flaws if Wide. A Universal Crippling Flaw should be worth two Major Flaws or more.
Going through the corebook, this is what I get, based on 1. my own long experience, though there are some Flaws I confess never having seen in play 2. direct comparison between "close" Flaws, e.g. Deficient Form vs. Deficient Technique and 3. the framework above. In a nutshell:
a) Chaotic Magic, Deficient Technique, Flawed Parma Magica, Limited Magic Resistance, Loose Magic, Magic Addiction, Study Requirement, Twilight Prone, Weak Magic Resistance, Weak Spontaneous Magic are too weak (as are Necessary Condition, Restriction, and Unimaginative Learner unless the SG actively works to make them come into play very often);
b) Difficult Spontaneous Magic, Rigid Magic, Unpredictable Magic, Unstructured Caster, Weak Enchanter are too harsh;
c) Everything else appears more or less balanced, though some Flaws are a tad milder and some a tad harsher than others - and Incompatible Arts and Weird Magic are not entirely clear and should be clarified.
Careless Sorcerer. Breadth: between Wide and Universal. Depth: Mild. Balanced, perhaps a little weak as a Minor FLaw.
Chaotic Magic. Breadth: Narrow or a bit broader. Depth: from Mild to Crippling depending on how evil the SG is. Unbalanced, this is too weak as a Major Flaw and should be Minor. Note that it's strictly weaker than Weak Spontaneous Magic (itself a weak Major Flaw) because if you simply refrain from casting Fatiguing Spontaneous magic then Chaotic Magic never comes into play.
Clumsy Magic. Breadth: Wide to Universal. Depth: Mild. Note that the big deal here is not the trouble with aiming rolls, it's the -3 with any roll involving Finesse. Balanced, maybe a little harsh for a Minor Flaw.
Creative Block. Breadth: Wide. Depth: Minor. Balanced, perhaps a little weak as a Minor Flaw.
Cyclic Magic (Negative). Breadth: Universal. Depth: very Mild. A bit harsh as Minor Flaw, even if someone "games" it (e.g. making it seasonal, and trying to concentrate delicate magic use in the seasons it's not in play).
Deficient Form. Breadth: between Narrow and Wide. Depth: certainly not Mild, but not quite Crippling (you still have access to useful low-level effects in the Art). Surprisingly Balanced as a Minor Flaw in my experiece. Compare with Deficient Technique and Incompatible Arts.
Deficient Technique. Breadth: Wide. Depth: certainly not Mild, but not quite Crippling. Unbalanced, too weak as a Major Flaw, if Deficient Form is balanced (on the basis that losing a Technique is about twice as harsh as losing a Form). A better solution would have been to have a single, Minor, Deficient Art Flaw, to be taken once to affect a Form and twice to affect a Technique.
Deleterious Circumstances. Breadth: Narrow, unless the SG goes out of his way to artificially broaden it. Depth: certainly not Mild, but not quite Crippling (you still have access to useful low-level effects). Balanced, possibly even a little weak as a Minor Flaw, though an evil SG can make it worth a Major Flaw.
Difficult Spontaneous Magic. Breadth: a bit broader than Narrow, though not quite Wide - basically it's half of all Spontaneous Magic. Depth: Crippling. Harsh as a Minor Flaw, possibly worth two Minor Flaws. Note that Weak Spontaneous Magic, that cripples "the other half" of Spontaneous magic, is a (weak) Major Flaw.
Disjointed Magic. Breadth: Wide? Depth: Mild. A little weak even for a Minor Flaw.
Disorientating Magic. Breadth: Wide to Universal. Depth: exceedingly Mild. A little weak even for a Minor Flaw; it's strictly weaker than Slow Caster. I'd probably increase the penalty to two rounds.
Flawed Parma Magica. Breadth: (Very) Narrow. Depth: not Mild, but certainly not Crippling. Unbalanced, definitely weak as a Minor Flaw, unless the SG goes out of his way to confront you with powerful mystical opponents focusing on the single Form your Parma is deficient in. I'd either broaden it to 2-3 Forms, or increase depth to "0 MR, full stop" (effectively combining it with Limited Magic Resistance).
Incompatible Arts. Breadth: Narrow. Depth: Crippling. Balanced as a Minor Flaw, perhaps a little weak. Compare with Deficient Form, that seriously hampers, but does not remove, access to a Form (rather than to 40% of it). In fact, I'd consider it balanced even if one or both the Forms were Corpus/Vim. However, it should be clarified: do requisites count? I.e. can a magus cast a MuCo(An) spell if Muto is Incompatible with Animal and Herbam (but not Corpus)? If requisites count for incompatibility, Incompatible Arts becomes harsher, but I think still relatively balanced.
Limited Magic Resistance. Breadth: (Very) Narrow. Depth: certainly not Crippling. Unbalanced: definitely weak as a Minor Flaw, even slightly weaker than Flawed Parma Magica.
Loose Magic. Breadth: (Very) Narrow (spells that you may want to master). Depth: certainly not Crippling, since it at most doubles the time a magus needs to master spells, which for most magi is not that much anyway. Unbalanced: definitely weak as a Minor Flaw, I'd probably up it to "You can't master spells".
Magic Addiction. Breadth: Wide to Universal. Depth: Mild-ish, the reason being that with proper preparation this Flaw can be controlled without too serious consequences. Unbalanced: I'd consider it a challenging Minor Flaw.
Necessary Condition. Breadth: Narrow. Depth: Crippling. Unbalanced: this should be a Minor Flaw unless the SG goes out of his way to create implausibly common difficulties to the character.
Painful Magic. Breadth: Universal. Depth: maybe not quite Crippling, but definitely harsher than Mild. Unless you heavily roleplay "if magic is pain, my magus tries to avoid casting magic as much as possible", this is the big brother of Disorienting Magic.
I think it's a bit harsh even as a Major Flaw - I'd reduce the penalty and duration of the pain, or stipulate that you gain it only when you exert yourself enough to lose a Fatigue Level - but there are far worse offenders.
Poor Formulaic Magic. Breadth: on the broad side of Wide. Depth: on the strong side of Mild. Balanced for a Minor Flaw.
Restriction. Breadth: Narrow. Depth: Crippling. Breadth: Narrow. Depth: Crippling. Unbalanced: this should be a Minor Flaw unless the SG goes out of his way to create implausibly common difficulties to the character (see Necessary Condition for exactly the same issue: the two Flaws are balanced with each other).
Rigid Magic. Breadth: Wide to Universal. Depth: Crippling at Wide breadth, Mild at Universal breadth. I'd call this a bit too harsh for a Major Flaw: I'd probably split it into a Major Flaw disallowing Rituals (Wide and Crippling), and a Minor Flaw disallowing "vis boosting" of spells (Universal and Mild).
Short-Lived Magic. Breadth: Universal. Depth: Mild. Balanced for a Minor Flaw.
Short-Ranged Magic. Breadth: on the broad side of Wide. Depth: on the weak side of Crippling.
Balanced as a Major Flaw.
Slow Caster. Breadth: between Wide and Universal. Depth: Mild. I find it on the weak side of a Minor Flaw (see Disorientating Magic, which is weaker still).
Study Requirement. Breadth: Universal. Depth: Hmmm, probably Mild, except at the highest Art levels ... when it's still Mild for an archmage. I find this a weak Major Flaw, though it's probably too strong for a Minor Flaw. I'd probably have a Minor Flaw that provides a -3 penalty to the Study total in the absence of the required material, and if taken twice makes study impossible (as per current Study Requirement).
Twilight Prone. Breadth: Wide to Universal. Depth: on the harsh side of Mild. I find this Unbalanced, too weak as a Major Flaw, and would consider it a harsh, but not unreasonable Minor Flaw. The key is that, like Magic Addiction, a magus can take precautions to minimize its impact.
Unimaginative Learner. Breadth: Narrowish, except in some sagas where it's Wide. Depth: on the harsh side of Mild. I find this Unbalanced, too weak even as a Minor Flaw, unless in a book-poor, vis-rich saga.
Unpredictable Magic. Breadth: Universal. Depth: not quite Crippling, but definitely harsher than Mild. I find this Unbalanced, too harsh as a Minor Flaw. While it may be a bit weak as a Major Flaw, I'd say it's certainly worth two Minors; it's definitely harsher than Weird Magic no matter how you interpret it.
Unstructured Caster. Breadth: Wide to Universal. Depth: Crippling. Unbalanced, far too harsh even as a Major Flaw. I'd say it's worth at least two Major Flaws: one making Rituals impossible, the other making Formulaic magic impossible. Note that if you pile together Unstructured Caster, Rigid Caster, and Poor Formulaic Magic, you are probably getting a fair return for your 7 Flaw points, because they overlap so much... but I think a better design would be to make them less harsh and more independent.
Warped Magic. Breadth: Universal. Depth: Mild. Probably balanced as a Minor Flaw (from the examples given), strongly dependent on the SG.
Waster of Vis. Breadth: Universal. Depth: harsher than Mild, not quite Crippling. Probably balanced as a Major Flaw.
Weak Enchanter. Breadth: Wide. Depth: almost-though-not-quite Crippling. Unbalanced, too harsh as a Minor Flaw. There's relatively little difference in effect between not being able to enchant devices at all, and being able to enchant them at half-lab-total: you are almost always better off asking someone else to do it for you. I'd probably change it into a Major Flaw, that forbids the enchantment of any item other than a magus' own talisman.
Weak Magic Resistance. Breadth: Narrow. Depth: between mild and crippling. Unbalanced, too weak for a Major Flaw. I think it would be a fine Minor Flaw.
Weak Parens. Breadth: Universal. Depth: not-so-Mild in short-running saga, exceedingly Mild in a long-running one. Overall balanced as a Minor Flaw (though Ovarwa has repeatedly made a very good point: all Virtues and Flaws should affect a PC both at character creation, and over time afterwards).
Weak Spontaneous Magic. Breadth: Wide. Depth: almost-but-not-quite-crippling. I find this too weak for a Major Flaw; it's on par with Difficult Spontaneous Magic - which cripples "the other half" of spontaneous magic (and is too weak for a Minor). I think each is worth about two Minors, so taken in combination they are balanced, but individually they are not.
Weird Magic. Breadth: Wide to Universal. Depth: Mild? This probably needs clarifying: if the results of a botch on the extra die are never really dangerous, this is probably too mild even for a Minor Flaw. However, if the botch always means failure at the main task (even when failing is dangerous, e.g. on a fast-cast defense), and/or if it grants the "usual" Warping point, it's probably harsh for a Minor Flaw.