I don't think Spawnpoints are totally worthless; I just think that it depends on the match-up, but that naturally makes them situational. Overall, I don't think and it hasn't been my experience that MW is a game you can go into expecting to play a certain mage the same way repeatedly against every other kind of mage. And that's a good thing; it rewards adaptable players who play a lot and try figure out the deep strengths and weaknesses of the mages.
Players should focus more on figuring out which mage has the advantage in the long run and which mage should try to end the game quickly.
Here's an example:
My favorite mage is the Warlock. Against the standard Priestess build, I know she's going to have the advantage in the long run simply because of her ability to gain life, heal really easily, and channel more mana. Also Holy school attack spells have the best chance to daze, but low damage, so I know that if I play aggressively with my Fire school attack spells, I can put more dice on her than she can put on me. I also know that all of her creatures are living, so I should press the advantage I have against living creatures with my Bloodreaper. When I get some damage on her, I should try to predict the heal with a Poisoned Blood to make sure she doesn't heal off all the damage I caused, or at least force her to delay her healing. Hopefully, if I do some of these things right, I'll kill her before she has a chance to overwhelm me with lots of healing and resiliency. If not, I'll have to play her game and try to kill her creatures and hope I can destroy them before they destroy me.
Against the Warlord, though, things are different. I need to be wary of engaging him early on, because his Earth school attack spells are pretty excellent and unlike my Fire school spells, can't be effectively countered with elemental resistances. I know that if that if a spell-slinging war were to ensue, I probably wouldn't come out on top. I also don't have the easy time with my Bloodreaper as I do with the Priestess; Iron Golems are powerful guards, and my reaper doesn't get any bonuses against them, so I need to be more careful and wear his forces down with curses and focus-fire Thorg so that Adramelech can get his dice on his mage instead of on his guards.
Increasing my channeling is also a safer bet because the Warlord can't effectively compete by putting in Mana Crystals, and Mana Flowers are already weak to the Fire school, as are his other conjurations. This could force the Warlord to go on the offensive so that he doesn't get overwhelmed later on, which isn't his strongest stance outside of Sir Corazin and some of his commands (the new Minotaurs that are coming out in a while will help him in this respect).
So basically, matchups get complicated and adaptivity is key. I'd recommend just playing the game, keeping an open mind, trying stuff out (even if you don't think it'll work, you'll never know till you get stomped
), and having fun while doing it. I know that's what I'm doing, and it's been going pretty well. Keep one eye open towards fun and the other towards competition and you won't be disappointed.