A starting Nezumi rolls 12 dice to throw fools into Hell. A generic starting PC probably rolls 6 dice to resist. Elite enemies might roll 9. PC sorcerers can one-shot other PCs every time and boss monsters most of the time. (All this assumes that magic rolls cannot benefit from passive discipline skill bonuses or from specializations. I don't think it's explicitly stated that they don't.)
Strength Magic is Godly: Nezumi roll 12 dice to banish people to Hell, but Werewolves roll 27 dice to turn turn people in frogs. Or "merely" 18 dice if they need to stay human-shaped.
It's way too difficult to figure out what stats and skills you need: The intro to each discipline should tell you what stats and skills you need, but it doesn't, so you have to read the individual powers to find out. Also, although many disciplines offer a choice of 2 stats, they often cockblock you arbitrarily from certain powers if you choose the wrong one. Song of Silence is a Logic/Charisma discipline but you can't use Charisma for Death Note. Willpower Lure of Destruction builds can Wither people and open shadow gates but not stun people or zap ghosts. To build a character you have to cross-check not only disciplines but individual powers if you want to run everything off 2 stats and <5 skills. Which you do.
Every PC is House or Elvis: I like the idea of tying sorceries (and to a lesser extent universals) to skills. The idea that you need certain skills to correctly understand or apply a path of magic is cool, as is the idea that you pick up mundane skills as a by-product of your sorcerous training. I'm happy with the idea that you need a basic understanding of anatomy & physiology to do blood magic, that song mages are trained singers, and that spending enough time outdoors to learn the tongues of beasts incidentally leads you to become a fair survivalist. However, the power of your magic should not depend on your degree of expertise beyond some minimum requirement. I should not have to play an internationally renowned surgeon because I want my character to tear people's blood out by magic. Deciding to shred people with magic glass should not lead me to play an MIT professor.
- Some powers are learned through study, while others are native to certain monsters.
- Some powers are enchantments (or eldritch instants) that can be dispelled or countered, while others are personal effects that can't.
- Some powers have to be invoked with "spellcasting" words and gestures that can be observed or prevented, whiles others are simply activated or even passive.
- Some magic takes on its user's Pokemon type, while other magic comes with its own type.
- Sorceries like "Beast Form", "Body Colony," and "Fire Walking" are gained through intentional arcane studies. . . unless you are a Werewolf, Mi Go, or Daeva, in which case it's just an intrinsic part of your curse.
- Universal Disciplines are not learned from books, except when Cultists learn Authority from a book, and except for the thing where some people apparently gain universal disciplines by using rituals they read about in books.
- Sorcery can be detected and countered, but Universals cannot. . . unless they happen to be Basic Authority, Elder Clout, Elder Discernment*, Advanced Fortitude, Advanced Magnetism, or any level of Veil. There are 44 Universal Discipline powers, 15 of them can be "disrupted as if they were sorcery", and there's 2 or 3 more that probably should have been tagged but weren't. You honestly might as well cut the phrase "as if if were sorcery" and just say that a power "can be disrupted."
- Sorcery can be detected and countered. . . unless it's Fire Walking or Touch of Darkness or body colony or whatever.
- There are no rules explaining whether you can use Banishment or Water Prison or Summon Spirit while you happen to be bound and/or gagged.