Auto-translated
It doesn't destroy anything; having two units on the walls is actually beneficial, and you rarely have enough time to destroy the central building and the catapult before the enemy runs out of troops.
New here? I'm Roha — want a quick tour?
Do you have an account on Uplay? I haven't played in a while, but I won't let anyone disrespect mages... And as I already mentioned, there's a mass dispel to counter your mass slow.
And you said you don't see any problems... but I'm more than sure that things will go wrong.
I just pointed out the weak points in your arguments; too many factors need to align.
I often played with the upgraded catapult and learned to destroy both towers and the gate in the first and second turns... Even though I don't like summoning magic, this is more relevant to me. Although, for Necropolis, the direct path is summoning, but I rarely play with them. And I didn't say that in the first case, the mage will die, and in the second, he won't... it's just that the catapult is always available, and what you wrote: earthquake, hypnosis, etc., are already random factors (this is not the point, but I had a case in Heroes 3 where a fully built guild of mages with a library in Tower didn't give me a single offensive spell... since then, I've been wary of randomness 8)). A lot depends on the players here, but for me, during a long game, it was always difficult to storm the mages, because three archers and two flyers, supported by tough melee units and, of course, a pumped-up mage, make you sweat.