Yeah, the mage heroes need some kind of area-effect, which has a lower cool down than 5 turns. Else they cannot survive. For example the Tyrant-hero, Naphy, has this Dark Spread, which is a nice "area-of-effect" skill. However it has a cool down of 5 rounds, and little Naphy is not big enough to survive the bullying from trolls and ogres etc. At the moment he kind of sucks compared to the melee heroes or the archer heroes.
On the other hand both Tandis and Doro (dwarf) kan both stand on their own and may be a little bit overpowered. The same can be said about Peregrin Archer, stealing from the SK and giving to me, with a couple of archer units can win most battles before they even start.
I have not played with the other mage heroes (the one, Ephy, from the flamers and other mage heroes). But I would recommend that mage heroes either have a reduced cool down of 2-3 rounds on their area of effect spells or other signature skills.