The stuff about magic does not pertain only or even mostly to wizards. The Laws of the Council are not wizard-only. Magic has so much page-space because it's both complex and common. That doesn't prove that the game is about wizards.
Fair enough, but you can't deny the prominence of magic, magical practitioners, and wizards to the setting. The White Council is arguably the most important organization, since chances are most games will involve the laws of magic, the Red Court War, or other things related to their jurisdiction. Wizardry and spellcraft in general (which, while not exclusive to wizards, is kind of the wizards' domain anyway) are central to the setting.
Anyone who crafts is a Crafter, right?
Well, yeah. That was kind of my point, that a wizard is part crafter, and part other things. And so is, technically, anyone with a spellcasting power, since they get item slots.
Even in a team fight, I find shields are rarely useful. If you can be confident that your shield will hold, the fight is probably not going to be hard at all anyway.
Even if the shield buckles after three maneuvers and an overwhelming attack, it's still done its part: The enemy has used up several of its turns and actions just to get around your shield, which means they haven't been directly attacking someone on your team.
Though it is, admittedly, situational, shields help a lot when a party member's got a relatively low dodging skill.
It's not impossible for a wizard to have free Refresh, but it's suboptimal and most people don't do it.
You don't have to
break a law, though, for the law to bring drama and tension to the game. A wizard having to scrap tooth and nail against three or four thugs because he's concerned about the Laws of Magic is dramatic and tense, more than if the wizard could've non-lethally blasted them into submission without concern for the laws.
Pretty sure that a versatile wizard is a contradiction in terms. A wizard, by definition, must invest 7 Refresh and 3 skills into a single area. That more or less precludes versatility at or below Submerged. My experience building Wardens taught me that making Wizards don't have much room for non-spellcasting capabilities.
A versatile wizard is one that has Conviction, Discipline, and Lore all somewhere in the 4-5 range. That means, as Tedronai pointed out, they can effectively replace almost any skill roll with a 4 or a 5. With Thaumaturgy, they can--with some time and effort--replace almost any skill roll with something in the double digits.
That sounds pretty versatile to me.