"Mentor spirit? Yeah, I've got a mentor spirit. It's called drain."
- Freshman Hermetic Studies student, MIT&T
I prefer playing hermetic-leaning no-mentor-spirit mages when I play magicians. Since I tend to gravitate to jack-of-all-trades type of characters and played earlier SR editions, the idea of playing with a mentor spirit comes with "constrictions" (disadvantages) and thematically they are still, in my mind, a huge social and mental commitment for the character. But if I ever get an idea for a character with a mentor spirit, I'll dive right in.
In general, I don't like the way Mentor Spirit disadvantages are not uniform:
Dragonslayer: Don't break a promise - under the Player's control.
Eagle: Allergy (pollutants, mild) - under the GM's control.
Rat: Test to flee combat - under the Dice's control.
I'd prefer they all be the same (player's, GM, or Dice's control) or staged disadvantages for each (if you choose a player's control for the disadvantage then you get less bonuses on the advantages than had you chosen Dice and more if you choose under GM control, for example).
As for the second part to the OP, how often do the disadvantages rear their ugly heads in the campaign:
In our group we have a Bear shaman, an Eagle adept, and the no-mentor-spirit Hermetic/Black Magic mage.
We've played 47 sessions so far (14 missions). Last night was the first time hitting the Eagle adept with pollutants (largely the GM's [my] fault for not bringing it up previously, and even in the last session the Bear shaman said "here's a rating 6 respirator" which I allowed to alleviate the allergy [they were in the Rats' Nest in the Redmond Barrens]...but today in going over it I couldn't find anything on respirators helping with the Allergy Negative Quality. So, unless I find something that says different, I'm planning on telling the player that in the Barrens in general the respirator will alleviate the allergies, but in high pollution areas like the Rats' Nest it's not just respiratory in nature [hives, watering eyes, etc.]).
The Bear shaman on the other hand has done real well at avoiding combat, using her Beast spirit in her place, and not taking damage. But the thing I've kept forgetting is that the disadvantage includes people under her care taking damage. Of course I can chalk that up to the vague wording of "...or if someone under your care is badly injured." Is that one box of physical, 3, 6? Perception check if ally gets knock unconscious via stun and on a failure to realize it's stun then check to go berserk?
So...not as much as they probably should.