i also think some of my problem with the game is my lack of understanding of the rules.
Then don't comment on how the rules are broken and terrible. Oh my sweet baby jesus. That's like someone playing league of legends in bronze saying blah item is broken, or this champion needs a nerf.
Yes, when you start out as a caster, the rules suck. They suck an incredible amount of dick, and in my group I tried to change them. Fast forward to 2 years later (different character) I feel bad for playing a wizard. Legitimately feel broken. Yes, if all you had at your disposal was a base wizard with no refinement, focus items, or enchanted items, you'd feel useless too, I know I did. Taking evocation/thaumaturgy gives you 4 focus item slots, and focus items in turn give you rotes. Rote spells are assumed to not need a discipline roll for controlling the spells only for aiming a predetermined shift spell, so there's no chance of you having to take fallout or backlash
Harry's blasting rod RAW gives him a +1 to control, and allows for him to cast his rote Fuego!, which I believe is a 6 shift attack when he has his blasting rod. That means, even though his discipline with the rod is only 4, he takes the 1 mental stress, and gets to, with very good luck, one shot something. If someone rolls an effective 0 athletics roll to dodge his Fuego! rote, and harry rolls an effective 4 on his discipline, he's hitting some poor sap for 10 damage. That's 1 stress, for a 4 stress box, mild, and moderate consequence, and that isn't a rare occurrence for a wizard that knows his stuff. Also wizards can just dump stress and consequences in a zone attack, and with FP and maneuvers, can fry a horde of almost anything.
Now look at thaumaturgy. Thaumaturgy is stupid OP. It lets you craft enchanted items. Use magic as an investigation roll (divination), use ghosts/demons to get information, craft potions, giant zone border, and really really complex veils. In combat, summoning ghosts/demons can get you information that can get you an aspect on something you're going to fight, or just solve regular problems in your story, divination can give you an investigation roll equal to shifts of power equal of your spell (which my guy usually gets 8 shifts of effect) which can then give you aspects or just help you learn impossible things, and in direct magical slugging, enchanted items are the most useful.
Right off the bat, with thaumaturgy you can make a ring that will do damage=adjusted lore + aim roll - defense roll, to a target. So if you have a +1 no prep complexity focus item and a lore of 4, you now have a ring that will do a flat 5 shifts + your aim roll. If you built a wizard, or even a practitioner with just thaumaturgy, who's really good at crafting (specialization in crafting) you can now straight add an extra use, or an extra shift of power to every item you have, for free, just for declaring your you have a specialization in crafting. Not to mention the power you can put into your no prep lore with focus items. This also applies to potions as well which I'm not going to talk about because I'm too lazy to explain all you can do with them.
Fighting with magic isn't exclusively about just spamming evocations into an enemy and hoping he goes down before you run out of ammo. You have to be resourceful, and I would argue that thaumaturgy has the same, if not more use in combat, than evocation does.
Let me set you up a scenario of a submerged crafting wizard with a lore+discipline of both 5, and 2 points in refinement (Adding the +1/+1 to crafting, and 2 focus item slots). 6 focus item slots. Let spend 2 of them to have a focus item giving +2 to lore. Now what would happen if you put your remaining focus item slots into enchanted item slots. You now have 8 slots to make focus items, with a base 8 damage with 2 extra uses, or a base 9 damage, with 1 extra use. Lets go 8 damage with 2 uses. You can then shove your remaining 7 slots into uses, having an enchanted item with 8 damage, 5 (unadjusted) aim, and 9 uses. Combine that with your ability to cast evocation spells, and in one fight you have over 10 magic attacks. Hell, if you wanted to be really annoying, you could build an enchanted armor coat the equivalent of a tank. Just have a coat with base block of 9 shifts and 1 extra use, throw your 7 other enchanted item slots into it, make it a block of 16 with 1 extra use per session, that's enough protection to block your 4 stress, a mild, moderate, and severe consequence twice a session. If you half the block strength you can just make it a passive armor 8 with 2 uses a session, half it again and you can make it always on (that's a house rule I believe) for an always on armor 4.
Don't think one directional, think with portals