So I have only played a few dozen games but I am one of the stronger players in my play group. ( I'm just qualifying that I'm a solid player but not necessarily a "Master".)
So the Harry Potter mechanic - is Wand Wars. It appears that if one player can blow up the other player's wand while not getting his own blown up, that gives that player a nearly overwhelming advantage. (Rarely when I play, if I'm able to be the player who's wands live, do I lose the game.)
This I believe is caused by a number of factors - Direct damage spells can be super potent, that and the ability to put teleport on a wand, can keep your Mage out of danger while he plinks away at creature and/or temples. Not to mention putting Resurrection on a wand means you never lose the battle of "Ran out of Creatures in Spell Book". It's hard to build an effective spell book based on Direct damage, because you run out of spells too fast unless you bind your direct damage to a wand. Too many creatures to deal with and opposing mage to deal with. You'd have to commit a huge portion of your spell book to direct damage, and that would leave you woefully short on Creatures and other utility spells you'd need to deal with problems that come up.
Someone who builds a deck based on creatures could probably get away without a wand....but the clock is ticking, the longer the game goes, the higher the risk of running out of creatures, where as this is not an issue for the Wanded caster.
The game can get really ugly really fast if something gets cast that you can't deal with like a nasty Curse put on you when you're out of disenchants. So it's pretty important to stock up on those....but you only get 6. Where as a mage who's wand hasn't blown up, by only having one disenchant in your spell book can cast it an unlimited number of times if he can keep his wand safe.
So the just of what I'm getting at is: It seems to me that wands are just way too important in the game. The game is often won or lost by blowing up your opponent's wand while keeping your own safe. That seems to be the single most important factor in determining the outcome of the game. I'm likening it to a Harry Potter wizard battle, whomever successfully casts "Dispelliamus" and disarms the opposing wizard wins. (Of course that analogy is a bit exaggerated. It is still possible to win without wands, but I have to say that the advantage is hugely in the favor of the mage who wins the wand battle.
Things to solve the problem:
Cantrips to me seem to be the biggest possible solution to the wand issue. The biggest problem is when a mage can no longer deal with something; He runs out of creatures to throw into the frey, or gets cursed and runs out of disenchants or gets hit with effects, and can't get rid of them (Like Weakness). If there were utility cantrips out there that did everything you need to do, like disenchant, or get rid of conditions, or resurrection(Or animate dead...for evil folk) and the spell were a cantrip....but one that was harder or more expensive to cast than the non-cantrip version....at least every mage could still fall back on a cantrip to deal with something.
Another option is make Wands indestructible (By rule). Then the wand battle goes away. Just make a rule that "Spellbound" objects can't be destroyed.
Or maybe just release some "Indestructible Wands".
If the wands can't be blown up, then the focus of the game will turn away from trying to blow up each other's wands.
I don't know that that's the best solution, but something. (I believe is needed), to take the focus away from the early game "Wand battle" that can be so critical to the outcome of the game.