Tbh magmar is definitely the strongest and most versatile of the factions atm.
I by myself have played 12 differing archetypes in the faction alone and have made it to top 10 for some time (generally falling out due to inactivity or switching factions).
Removal package definitely makes the game play on easy mode (like seriously, even with minimal removal, many decks are a joke to pilot). Also, please do not counter argue that removal costs development. All three generals pack wincons which do not require development outside of a burst combo (to say nothing of chained makantors). Even vaath is quite powerful outside of the fault mu, which is still winnable with fast lists.
That said, mag really is only a tad overtuned and doesn’t need drastic nerfs.
What I have proposed in the past:
Ripper - lose celerity, but can move an extra space: frees up design space, makes it so playing vs rag isn’t starting at a 10pt health disadvantage while playing 1 - 5 mana under curve every bbs turn. Also opens a ton of design space for cards in the same vein as erratic raptyr, which is awesome.
Lava lance - cost 2: self explanatory. There is no reason why the most threatening bbs in the game concurrently enables a tempo swing of this caliber.
Flash reincarnation - delete, rework to a meme, etc. Stops enabling wanderer rag and other toxic archetypes like burnhorn and buildmar
Rebuke - to cost 5. Big board clear deserves to at least compete with plasma during the deckbuilding phase. Another aspect noted on minions living plasma + rebuke is that people often disregard how going face brings a ton of minions into rebuke range. And yet we wonder why so many decks are oriented to more toxic burn and aggro atm… can’t rebuke my golden vitriol, son.
Anyway, food for thought based on my experience.