Not in my experience, Harshax. I mean, setting aside the fact that a God Learner was pretty much the best thing to play (Imperial citizens get the largest selection of professions, iirc, and can have some of the highest starting wealth rolls, Sorcery, if you know what you're doing, pwns everything*), we never had a party that was from a single culture. Though they were usually split between Orlanthi and Malkioni.
Enhance Power, Enhance Intellect. Obviously, you already have Int and Pow as your highest stats, and have bought up your Sorcery and Manipulation skills as high as you could, which for a starting character is at least 80. So you cast both at like Mag 8 (adding 16 points to each stat), with durations of 9xPow Minutes. This increases, among other things, your Sorcery and Manipulation stats, because they're 2xInt and Int+Pow, respectively, as a base.
So you do it again, because the book seriously does not say that further applications don't stack. Now, you do have to be careful to not enhance your Power too much, because there's this thing where if your Pow gets too high, you basically explode from being "too real." So you Enhance your Pow to just under that point, and then just Enhance your Int.
So, given time (and it really doesn't take all that much, you can do this while the fighter is practicing so he can turn gold into skill points), you balloon your primary stat and skills to huge amounts, as well as your Willpower skill (Persistance, 2xPow as a base). You can then use your massive sorcery-peen skill to cast Enhance Constitution, if you like, which then increases your Resilience skill. If you're worried about magic points, the you get the spell Tap (Characteristic), which reduces one of a target's abilities (1 pt./10% of Sorcery skill) and gives you an equal number of magic points. And you buy a bunch of chickens. You're probably using Tap Dexterity. Then you just slaughter the chickens and provide the party with dinner.
Then there's little hidden things, like, if you want to fly as a sorcerer, you don't actually want the Fly spell, it's useful, in that it's actually a telekinesis spell (allowing you to make a target fly under your control), but for actual travel, it's pretty slow, allowing you to move 3 siz(/10% skill) of target 1m per round, and you can trade 3 siz for 1m. An average person's size is 13. So best case scenario, you fly at 4m, which is your walk speed, or maybe a little faster.
No, if you want to fly, what you do is learn the spell Shapechange (your race, usually human) to Wraith. Wraiths, if you crack open the Necromantic Arts book, have a Movement score of Fly 52m. So the sorcerers who know what they're doing, don't fly like Superman, they fly like fucking Voldemort. Now, you would think it would be really hard to change into an undead creature that flies 13 times faster than people walk, and can have a fear aura, lock people into an area, use it's Int as Str for telekinetic control, possess people, or even completely bypass mundane armour (depends on which ghost powers you choose), but it's actually not, particularly.
See, the way Shapechange works, for Sorcerers at least, is, first, you have to learn a different spell for each thing you want to turn into. Each "Form one to Form two" is a separate skill, so turning villagers into frogs is a separate spell from turning them into sheep is a separate spell from turning elf villagers into either. Then you take the original form's Size stat, and add to that the difference between that stat and the Size stat of the target form. Every 10% of Sorcery skill allows you to handle 3 points of this Size calculation.
The book example is a Siz10 sorcerer turning into a Siz25 grizzly bear (because he is from Gryffindor and has no ambition). So the original form's Size is 10, the difference between Target Form and Target Creature Sizes is 15, so that's 25, divided by 3 is 9, after rounding up, means you need a Sorcery skill of 81-90% (because you round your skills up when you're dividing them by 10 for this sort of thing).
A wraith is Siz -, to represent the fact that it's incorporeal. So if you're a Siz 10 sorcerer, the difference is 10, for a Size calculation of 20, meaning you need a Sorcery skill of 71% or better, which you have if you're at all serious about bending the world to your will through the application of magic. And of course, you can always use Tap Size on yourself to facilitate this both through shrinking the Size calculation and through turning your Size into magic points.
Now, if you can convince your GM to give you the spell True Tap Power, things get even crazier. See, normally Tap Power would turn a target's Pow stat into magic points. TRUE Tap Power turns it into Power stat for you. Now of course this is a Very Bad Thing(TM) in world, and if anyone finds out you have it, they will really not like you. Like, pitchforks and torches and stakes not like you. Of course you've raised your Pow to 20 (right below the Too Real barrier for humans), have at least 100% in both Sorcery and Manipulation (Runequest skills can go over 100%), and when the villagers come for you, you cast True Tap Power (Manipulate- Range 1 [1xPow meters], Targets 9) at them and cackle maniacally as you sap the very essence of your assailants. From the sky. As a wraith.
edit: Oh, you'll want a receptical for all that extra power. You can make those. Or you just cast normal Tap Power when the villagers come for you.
Now, this sounds like Sorcerers Win Everything. And it is. But to be fair, there isn't a lot stopping a fighter type from learning Sorcery, because Runequest is skill based, not class based. So you can totally take your DMF guy, go to the god learners, convince them to teach you, and learn this stuff too.