The Saga I have been playing in has used the "Magic Auras" rules in Realms of Power: Magic since one of the founding focus of our saga was 'manipulating a Regio'. A few interesting observations have come throughout our playtime.
Growth of Preternatural Tethers
Firstly nearly any Covenant which has a stable location can easily reach a Preternatural Tethers total of 5 within the first century of its existence unless the SG leans very heavily on the No side of 'Can/Suggested/Might'. Many Covenants are built on powerful sources of Vis (some Tribunal almost require it) and/or ancient ruins which saw great magic which would have some degree already. While not universal, not many Covenants never cast at least a few rituals in the 50+ range. A common trope of having things like a flock of birds of virtue within a Covenant has been in official releases since at least 3rd edition. While the SG should say no to some things, why are you using the rules in RoP:M if they say no to nearly everything.
Any Covenant which uses a powerful Aegis (meaning level 50+) might be generating a 'Magical Residues' tether of 1+ every year. These Aegis are powerful rituals and should have a residue, but should it make all other Preternatural Tethers pointless in five years or less?
My group settled on a method to handle powerful annually repeated rituals by combining 'Magical Residues' with 'Magic Monuments'. Rather than generating a new tether every year we set the base score to the highest using the calculations in 'Magical Residues' and then add a bonus for long repetition equal to +1 for every century. We based this on Durenmar in which their standing stone is part of their yearly Aegis and is a Preternatural Tether 4. Weaker than level 50 annual rituals would eventually generate a 'Magic Monument' tether like this if Durenmar is an example to go by and tying the 'Magical Residues' for more powerful rituals to it seemed appropriate.
The Importance of Natural Tethers
Since the Preternatural Tethers of any Covenant will eventually drift up to 5, this making selecting a site with Natural Tethers important. The Natural Tethers are the biggest restriction on how powerful an Aura can eventually become since it is almost impossible to generate one. They are also limited to a maximum of level 2 each so it would require a site with at least three of them to hit the limit of 5. Even worse is that most of them will be only level 1, since all of the examples of level 2 are rather extreme and a Covenant might be situated on a site with one at that level. I would argue that Durenmar has only a single Natural Tether 1 (the beautiful valley).
If you total up the Natural Tethers, you can calculate the maximum Aura the site will eventually (likely centuries later) reach at that level +6. This is possible because a Covenant with Autumn or Winter Magical activity and casting any Aegis annually (since it requires more than the 3 pawns of Vis for a +1) will normally generate a 'Yearly Aura Modifier' of +4 barring a stronger Divine/Infernal Aura, Detrimental magical botch, or Vis Extraction. It has a slightly greater than 5% chance in those years of getting "Current Aura +1" when its Current Aura is equal to its Base Aura. Years where the Base Aura is higher than the Current Aura see this jump significantly (36%+ with 1 point difference, 67%+ with 2 point difference, etc) while years where the Current Aura is higher would require something exceptional to make an improvement or decline roll. I would argue that Durenmar is at this point, with a Current Aura of 7 and Base Aura of 6 from Natural Tethers 1 plus Preternatural Tethers 5.
This all really only matters for long running Sagas or when simulating long times (such as designing an old Covenant). It does tell us that most older Covenants will max out at an Aura of 7 while active and might eventually decline to an Aura of 6 after they are abandoned if on average the Order builds their Covenants on sites with a single Natural Tether 1 away from strong Divine/Infernal Auras.
The Dangers of High Aura Instability
What I am referring to as an Unstable Aura is one that has to roll on the "Aura Strengthening Table" or "Aura Weakening Table" every year.
Any Aura with a Base Aura different than the Current Aura is often unstable. It needs a 'Yearly Aura Modifier' outside the range of -3 to +3. With any magical activity this is mostly the case with a one point difference (and with lots of magical activity such as older Covenants with a 0 point difference) while without magical activity it must normally have a two point difference. A weakening Aura is not dangerous unless it is a Regio and very unstable, but any strengthening Aura is going to cause about 0.1 points of Warping every year to some part of its inhabitants on average.
A little Warping is not that dangerous, but what we have been talking about are Aura that are only slightly unstable. The danger comes about when they are highly unstable because of things like the Base Aura growing far faster than the Current Aura. Anything that would keep the annual 'Aura Strengthening Modifier' in the +6 or higher range. This situation can easily result in the Aura banking a Botch Die nearly every year which is a growing danger of triggering the forming of a Regio which will inflict 3 Warping points on everyone within the Aura and risk sending all Magi into Twilight. Depending on how the Regio forms, this might also scatter shot the Covenant all over. Having your defenses in the Regio and the Magi's labs outside of it is a bad thing.
Even worse the chance of another Regio forming will only get worse each year until the Aura stabilizes for several years. Since the Magi will have most likely all moved into the Regio (higher Aura and more secure) they are in danger of getting hit with another burst of 3 Warping (yea Twilight risk) and once again being scatter shot all over.
An unstable strengthening Aura with Regio might be able to be safely inhabited as long as it is not on the highest tier of the Regio. This depends on how your group reads the warping inflicted by a new Regio tier forming. If it affects everyone on every tier (including possibly the mundane tier) then no such luck. If it only affects people within the aura of the highest tier then lower tiers are safe. The second is how my group plays it since we wanted a long saga and knew our Regio would be unstable for most likely the whole play time. When your Saga is planned to span centuries having a steadily growing chance (start at 1% and increase nearly yearly) every year of a burst that can send all the Magi into Twilight seemed very bad.