For anyone reading this and wondering WTF to make of these rules I thought I'd mention a few things.
First, evo. magic has done quite well in these games. Massed magma eruption is ... very good. Even with the bump in fatigue, communions still have huge potential - and without the risk of rain of stones you'd face in a normal game. Having said that, this is the first game to be played in the thug/SC rich EA and I expect those units will play a significant role here.
Second, keep in mind the unique attributes of your nation and how the limited magic affects their utility.
For instance, in Faded Magic I'm playing Caelum. Flight is, of course, a great advantage. And with these rules it synergizes really nicely with the large number of flying monster summons (zmey, rocs, monstrums, dragons). Slap some flying boots on a full slot thug or two and perhaps some particularly good indie mages and you've got an incredibly mobile army. And - this is the best part - you can't be nuked by flames from the sky or spammed with remote assassinations (they can hit you with some low level remote attacks but these are manageable).
Or let's take Pan. Their trademark is recuperation. And this is a game without GoH, the chalice or even faerie queens. Want to know one of the reasons I bumped up the price of bane venom charms? Because a couple of games ago I holed up in my forts, spamming maenads, while bane venom charms afflicted the besiegers. Call it C'tis lite.

As an aside, while many would consider the removal of maenad free spawn a nerf, one upside is that it means you can sneak your Pans around without having them risk broadcasting their location.
Talking about blood for a moment, I obviously have some nerfs to blood magic in here but I think blood nations are still quite playable. And while the limited magic removes many endgame strategies blood sac nations still have the possibility of going for dom kills.
So think along those lines in terms of choosing a nation/strategy.