At the end of the day, each and every troupe, or even each and every player, has to figure out how to play the range of characters that befit the stories.
It is easy enough to envision how a range of unbalanced characters can work together. The magi are the lords who run the covenant and have mighty powers, but they are rarely very good at stealth and awareness, and they tend to be even worse at social skill. Not even their own crew trust them. The knight companion has natural authority, and may be the ultimate killer as long as the opposition is not supernatural. But natural leadership does not make him the best placed to collect village gossip. The grogs are commoners, that is expendable, but there are tasks they do better than anybody else; not only because they are good at it, but because magi and companions may consider it beneath them.
Actually roleplaying all these characters in practice is a different kettle of fish. The social distinctions of the 13th Century are alien to us, and therefore hard to play. We typically end up with more characters than players, so to make them interesting somebody have to play more than one. Some do not want to, and some who want to try simply forget about the secondary character. This can easily degenerate to a tactical game, where grogs are merely managed as pawns. Now, I can enjoy a tactical game, but I do not think Ars Magica has a very good ruleset for such game.
Even if the troupe is large and the group is small, there are a lot of players who want to focus entirely on their magi, and many SGs who find it difficult to design the stories to involve everybody. Even managing the mundane characters between sessions may turn out to be a chore.
Whether the martial character is the group's killing machine depends on the story. Many magi do not have the arts to get out of an emergency. I play one with painful magi, and that's one real killer. Stories can be weaved around magi who entirely depend on their martial escort. If that is what the troupe desires.
As more or less experienced players, I can think we can say a lot about what has worked and hasn't worked for us, and what me may want to achieve or avoid, but any statements about how Ars Magica is or should be played are non-sense. Everybody needs to find a way which works for them. Copying somebody else is rarely a viable solution, neither in game nor in life.