I don't know what your talking about Potestas. My post was not what a GM has to do. Though as a GM I don't like to have a starting fight in a game night wipe out the hierarchy of consequences at the outset unless I am setting up a mood of desperation (desperation is a common emotional tool in Dresden books) My comment about pacing was about what a player should do. A typical Dresden book has numerous scenes over a couple of days. I was pointing out when you have two to three scenes for a day (typical to a Dresden book) and your conserving energy you can still throw out a lot of spells. A smart player maybe takes a mild consequence to throw out more spells. Dresden books show Harry getting exhausted over many scenes. In fact one thing that characterizes Dresden is exhaustion after throwing out spells. What the original poster was proposing is balance breaking in my opinion. Good discipline rolls with a 2 to 3 shift weapon over and over and over with a ranged component plus 3 shift veils over and over and over again with 3 shift blocks or 1 shift armor over and over again with no stress cost is not a minor boost. And it defeats the purpose of willpower running out.
Between scenes a smart player does things to justify recovery. What if the player did an equivalent of the Reiki Hands biomancy ritual except with the mind? What about the potion in the book that refreshes the mental stress track. There are tools all over for a wizard to beef up/prepare.
Wizards are not just about throwing evocation out. The point of evocation is that its a crude blast of will that wears you out. That is the point. A smart wizard can use exchanges to make assessments, maneuvers, and use of skills to better manage the battlefield. In fact its wise battlefield management with a well placed attack that is queen of the battlefield. In my experience with a sizable party five to six exchange combat is typical. Six exchange fights are not going to tap out/exhaust a wizard unless his mental pool is getting hit. Throw in assessments and maneuvers a wizard can easily cast 4 spells and do a few maneuvers and acquit themselves well. A wizard is more that pew pew pew. Belials example I don't see as cheating (I am sure Belial was being ironic/sarcastic with cheating comment). Its smart playing. For longer battles with 10 to 15 exchanges you run into issues with other templates. Usually at that point the melee/speed/toughness/str are getting beat to crap with physical consequences mounting up.
Then there is the rest of the party. The wizards shine in the party of the game I am in because the melee guys do stuff like grapples to help wizards fire off their 1 stress spells with no chance of miss. They operate as living shields for the wizards. Dresden books have plenty of examples of companions force multiplying the damage Harry does.
I know on DFRPG resources there are excellent suggestions for powers and stunts that can give wizards more staying power: mental stoicism, mental resilience, and the endurance stunt that gives extra mild consequences for evocation.