We're all vaguely aware our FVM dice are shit, and AE dice are even worse, but here's how much:
AE Breath: Int 5 + Power 2 + Equip 0 + Passives 0 + buffs 0 + tech 2 + activation 2 = 11, subsequent turns lose the activation 2 for 9 total
FVM: Manip 5 + Expr 6 + Equip 4 (pin 2, flute 2) + buffs 0 + tech 0 + activation 2 = 17
Most notably, FVM currently enjoys 4 dice in equipment, and 4 point difference in mastery.
Equipment: we probably won't replace or modify Pin to also boost Darkness, but there's no reason we can't pick up weapon compatible with AE, and +dice to Power test is nice if we ever want strong dispels, still; equipment goes in FVM's favor by at least +2.
Tech+passives: FVM of the future might (finally) allows it's passive +2 expr to affect itself, but then AE's breath might (and probably will) gain more dice, so the
theoretical dice advantage kinda goes to AE, if we had the Power for it. In practice AE's dice advantage covers for its comparatively lower mastery dots.
Conditional passives like SCS and (ironically) AE's own ramping buff apply in equal measure to both. Though 1st turn FVM mist doesn't actually damage anyone so AE gets +1 point earlier.
Further Music techs
might have passives that further help FVM.
Buffs: currently we've got nothing, and together with the lack of passives it's the reason our dice are so bad. We've been relying on conditional stuff to get by, but it's no longer cutting it. A general spiritual buff (which seems to be the direction we're going?) helps AE and FVM in equal measure, both with passives and techs.
Conclusion: With a good weapon, a buff art and another 2-3 dots of power (should be doable if we vote to train it, which is a good idea in any case for the Dispel stat), AE will have comparable dice to FVM and both will be in a serviceable 25-30 range. We don't really need much more with our conditionals and subsequent -def debuffs allowing for an easier debuff layering. If we'll get more music arts FVM's might even be respectably high.