Yes. That being a thing in 5e is part of why I'm so pro-dice pool limit for skill tests in 6we. (Attribute + Attribute bonuses) + (Skill + spec/expertise) + (max 4) = max dice pool seems like much better game design. It's not a hard cap of 24 dice, but it makes going beyond 24 extreme corner case.
And I am in favor of smaller dice pools too (one of the few things I like about 6e), just not with strange, poorly worded arbitrary caps, and options that go over those caps even though you can't actually use them. Personally, I think the best plan would be:
Attributes augmented to +4
Skills augments to +4
Foci max rating 4
A small handful of rare and resource costly things that add a stray +1 on certain non-magic pools
I might not be understanding you, you're presenting 35 Dice of Spellcasting as though it were just fine and not some degenerate game state.
I've got a mage with 23 dice in just Manipulation magic and I have to sit still and let the rest of the team play most of the time. Literally you're snapping your fingers and moving the plot along whenever you'd like. At least I am.
There are only a handful of Mission encounters I can think of that would marginally challenge a Mage with 35dice of Spellcasting. Yet there are lots that would stop a 1000+Karma Samurai, Decker, or Mundane Face pretty cold.
My mystic adept also only had low 20's casting pool (magic 12, spellcasting 6, power foci 6), but
all of his resistance (defense pool, soak pool, spell resistance pool, toxin pools, ect.) were 50+ dice. I just wanted to see how invulnerable I could build a character, and the answer was yes.
My favorite combat encounter with him was Platetooth in the last part of dragon's song. I literally just punched that great wyrm dragon in the mouth while it failed to affect me with anything for 2 rounds before it finally just said "Ok, fuck this." and flew off.