I have tons of ideas for mages. I'll probably type up an idea once every couple weeks or so. My first idea is a Dragon Knight, mostly inspired by a certain Fantasy video game series.
Dragoon - War (except creatures) and Fire are x1, Water is x3, everything else is x2. All dragons are x1 regardless of element.
A mage that can fight on his own. Most of his power comes from his equipment and the aid of his dragons, powerful creatures that also serve as steeds. Creatures with the Steed attribute can protect the mage riding it (if he chooses to). Moreover, whenever the steed moves, the mage moves as well and it doesn't count as a move action on the mage's part (but dismounting does) and can also make a ranged attack or cast a spell while riding. The Dragoon possesses the special ability to "jump" off of a steed and make an attack mid-flight for a dice bonus. This means that the dragon can move, drop off the Dragoon that makes an attack, then the dragon can attack a different zone, basically you had two units make a quick action simultaneously. The Dragoon is also interesting in that his basic attack is 0-0 ranged, not melee.
Dragons are expensive, both in SP and mana. Optionally, the Dragoon can summon a dragon egg for much less mana and when it hatches, you can deploy any dragon you want for free. The catch is that they are very fragile and take a few turns to hatch. Dragons are very powerful, most have Fast, Flying, Steed, and even Familiar, since they can play Attack spells that correspond to their element.
His equipment is mostly attack-oriented. He has a non-exclusive lance that can give a mage 0-1 ranged. His Dragoneye Charm gives him the ability to counterstrike even with a ranged attack as long as his attack would normally hit the target. Normally when a flying steed is killed, the mage takes big damage from the fall, but with the Dragon Boots, our hero always makes a safe landing.
He has a few other tricks as well. The Dragon Soul enchantment gives the target a free counterstrike upon death. Painless turns all critical hits on the target into normal hits. High Jump is a cheap incantation that moves a target up to 2 spaces away and gives them an attack bonus (even higher against flyers). A particularly nasty move is Spirit Link, which can destroy a creature under your control and receive the mana back that you used to summon it.