That sure looks good on paper.
I've made a successful melee mage.
At low level her ability to hit is weak, weak. hard to hit
Again, -4 THAC0. Chill Touch giving higher THAC0 than a Fighter can have at level 1.
Again, 1d2+1d8, you can apply it 6 times (spell lasts a turn, turn is 6 rounds), you can't get a better damage output on a level 1 mage.
Punch unconscious enemies. Use all protective spells and potions you can muster.
I'm not advocating using it on every situation. A pack of bandits with bows? Probably needs to retreat. Greywolf, Karlat, Bassilus, Silke, Tarnesh (once his Mirror Image is interrupted)? Viable.
Hell, if they use missile on her she's down. Shield spell will help but only little.
Shield spell makes you immune to Magic Missiles.
At low level, her pre-casted spell will be armor and shield.
Just punch unconscious enemies instead.
She might have enough for a Blur or Mirror Image if level 3+.
If level 3, you can immediately learn a Mirror Image spell and immediately become supertanky by that very virtue, and you're still more useful with the Chill Touch spell than with two dinky Magic Missiles. What the hell is your point here?
Also, remember that Shield is only useful for 1 fight. Make a second fight and its duration is near expired.
There's hardly a point in BG where you're dissuaded from resting infinitely. Some random encounters might wake you up on some tougher spots, but I'm assuming you're not going to them as a level 1 mage unless you're cheesing or ironmanning (where cheese tactics with easy Sirine/Ankheg XP is necessary).
The most effective spell in her arsenal would be Sleep (if enemy is not set to resist sleep, or living)
You mean there's a spell which prevents enemies from doing any harm to your mage, allowing him to easily deal damage to them with no fear of repercussion? At even more THAC0, because unconscious enemies are even easier to hit (you're looking at functional THAC0 12 for a level 1 mage?) Something I've been saying all along?
Become a specialist mage. Level 1, memorize Sleep and Chill Touch. You're set. If you're a Fighter/Mage, you have enough bulk to just go by on Chill Touch, or forgo it altogether (though it is still useful, magical damage that passes Stoneskin) and shoot bows from afar.
Summon lvl1 is actually quite good, but it require players like to micromanage summons a bit.
Easily replicable with wands. Like most spells, anyway.
Level 2 spells for lvl3+ mages would be Horror, or Web. My personal favourite is Scorcher, but when enemies move it will make the line of fire change and damage my own protectors. Again, replicate them if you want your mage is of use for more than 1 fight.
Web + potion of freedom + Chill Touch = dead people. Again, a level 3 mage can do this.
At low level, mages are very weak melee and so-so archers. So the best you can is to use status magic, then change to slings or bows.
Or punch unconscious enemies with cold damage, continuously.
mages are high powered artillery only at middling to high level.
And yet they're perfectly self-sufficient at every level.
You're also forgetting that pretty much everyone and their dog picks the Ring of Wizardry from Friendly Arm Inn. Doubles level 1 spellslots, no reason not to use it, makes your ability to put things to sleep and punch stuff better.