Yes, and by controlling the magic priority you are guaranteeing it will be at least after some fashion in their Magic, and so if a player wants to compensate for that (they want to play a "fully capable" Magician) they will then have to pass that deficit to another area (Metatype and/or EDG), which will cause compromise in another area - that's all the nerf you need; limiting of choices, not forcing a choice (4 MAG).
Again, you act like a Magician who doesn't have Magic A or Magic B is automatically an inferior Magician, when this is simply not the case. Restricting the Magic priority does nothing to prevent players from making powerful-but-well-rounded Magicians. The examples I give
clearly show this: one has
8 extra Attribute points, and the other has 8 more skill points and 8 more skill group point. Sacrificing something in order to gain something else isn't a nerf, it's using the priority system.
There's better ways to do low magic than forcing something on a player like an attribute cap.
My
point is that
if you restrict the Magic priority (which isn't
my suggestion in the first place), it may come across as a measure intended to nerf Awakened characters to some degree, but you don't
actually nerf them, you just prevent certain priority setups, which may not even be the best ones. So if the goal is to make it harder to be a superwizard, that restriction alone doesn't do the trick.