It seems to sound right in theory at first, until you remember that the wizard wasn't OP in the core set meta, before wizard's tower. Also, some of your comparisons aren't valid because of the differences in their playstyles. Simply put, the wizard and forcemaster are good and bad at different things. And you completely neglected forcefield, and galvitar and mind control and charm, force hold and essence drain. Forcemaster has a lot more awesome stuff than just force hammer and force push. I know a lot of people are like "but it doesn't work against psychic-immune creatures!" except that they forget that most force spells don't work against unmovable creatures, and yet people don't complain about force push not being powerful enough. It's actually a very useful spell, and a lot of people include it despite the fact that it doesn't work against unmovable creatures. And there is currently no way in the game to remove unmovable, just as there is no way to remove psychic-immunity, and yet people seem to have a lot of problems with the latter and not the former.
Exhibit 1 Basic stats are the same
Exhibit 2 basic melee attack is the same
Exhibit 3 voltaric shield vs deflect. I would also add that voltaric shield is designed to negate damage, and you have to decide whether to use it at the start of the round in the upkeep phase, and because of that it goes pretty well with armor. You can't change your mind about whether to use it halfway through the round if you decided not to use it at the start. ON the other hand, deflect can be used whenever the forcemaster feels like using it, during the action stage. It is meant to make an attack be 50% less likely to land on her, and that's if it even gets past her forcefield, charms, mind controls and force holds first, not to mention that she will also still have some armor. The drawback of deflect of course is that if defense roll fails, the entire attack still goes through. The drawback of voltaric shield is that it only negates 3 points of damage, rather than an entire attack.
Exhibit 4 totally even, i agree there. the force pull is just as useful to the forcemaster as the arcane zap is to the wizard
Exhibit 5 As cheesy as it sounds, you need to take a more holistic approach to this. How do those cards interact with each other and with the mage who's using them? While the wizard arguably has more cards that are useful to other mages, you're not comparing him to all the other mages here, you're only comparing him to the forcemaster. Therefore the number of mages that will find a certain spell useful is not relevant. What is relevant is HOW useful certain spells will be for the specific mages that are using it which you are evaluating. You need to ask how much these arcane spells help the wizard and how much these mind spells help the forcemaster, NOT how much these spells help ALL the mages.
Exhibit 6 having a minor school in addition to a primary school does not automatically make a mage more powerful than a mage that does not have a minor school, let alone being overpowered. Just look at the Druid, the warlords and the warlocks. All of them are trained in both a main and a minor school, and most of them are fairly close to the forcemaster in terms of power level.
Exhibit 7 The forcemaster doesn't need that many creatures. She usually only runs 1-2 of them, if she even uses any at all.
Exhibit 8 Um what? Gate to voltari costs the wizard 4 spellbook points. Battle forge costs the forcemaster 4 spellbook points. And the problem is?
Exhibit 9 I'm pretty sure this is where the wizard's problem comes from. Wizard tower is undercosted for the amount of advantage it gives, and it is the reason that the wizard's playstyle completely changed from being the trickster and master manipulator he was meant to be and originally was to being about blunt, brute-force.
Exhibit 10 Huginn vs spore.
Huginn can't use attack spells, but is less frail than a spore, costs more mana, has the peek ability, no spellbind and is legendary. The reason hugginn isn't that great right now is that the wizard doesn't need him at all. The wiz tower already gives just enough spellbook, mana and action advantage quickly enough to win the game on its own, and with the tower the wizard doesn't need to look at enchatnments or have an extra action to cast incantations because he doesn't care anymore about playing any tricks like he used to.
I think that if the wizard tower doesn't get sufficiently nerfed without errata within the next two expansions, it might be better to errata it. The problem isn't just the the wizard has been overpowered for a really long time. It's that his playstyle has radically diverged from what it was intended to be and originally was. The longer it goes on like this, the more new and inexperienced players who become confused or misinformed about these matters (and even some of the more experienced players who were not around before Conquest of Kumanjaro).
Fortunately, some of the cards in domination and academy are going to really help weaken the tower, and potentially restore the wizard to his clever ways. Reinforce can be used to protect walls, and arcane ward can be used to protect reinforce. Hidden Tunnels is invisible, and can make it much easier to get soldiers into the same zone as a tower so a warlord can conquer it.
Also, blur is going to be very useful for stopping the tower against strategies that like staying at a distance.
And these are just things that have been previewed or released so far.