I know that I am probably in the minority voice here, since so many people have expressed their dissatisfaction with the system, but:
There is no problem with the system, as is, running on a MU.
The problems that happens with Mage on MU is twofold, but due to a common source:
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XP is gained far too quickly, leading to multiple high-level characters in a very short amount of time, all of them with competing interests and with enough power that they have no need to work well with others.
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There is very little in the way of active antagonism or storytelling, as Seers of the Throne and other external threats are almost entirely nonexistent, so they have little choice but to try and get into other active things.
Both of these are frankly just due to lazy staffing. Mage staff on a number of games now have been of the opinion that the players will find things to entertain themselves with. When other staff come in and suggest changes, especially increased antagonists, those in charge have traditionally made a hullabaloo about how it doesn't make sense for antagonists to be there, or if they do show up they are only allowed in such small numbers that they are easily crushed. ETA Or, you get the 'mage war' kinds of things that Fallen World tried, which equally doesn't work. You need them to be in a constant cold war, worried about exposure and retaliation. Changeling is not the only game where a sense of constant paranoia is supposed to be the default.
So the system itself doesn't need a single change to work correctly (in 2E the only change I would make is giving Proximi free Reach so that they aren't always risking Paradox, which goes against their prior theme).
You just need a better class of staffers who recognize that mages need things to do and cannot advance so quickly that working with Orders/Consilium Officials/Other Cabals becomes optional.
Nerfing the system just supports lazy storytelling, and doesn't actually get at the root of the problem.