As Orange currently losing, I might give a few points in its favor.
Keep in mind that while you can play however you want (exploration/Pit diving, trading, city-defender and village-ruler being the basic four options for most mages, though which are better depends on their specialty. You're not locked into any one of these by any means, but most activities fall under one of these auspices), your specialty does make some easier, and some harder.
Bladebound are amazing sword wizards. Projecting edges of a blade, making a strike have unnatural sharpness or power - these are low-level Bladebound stuff. They're also top-tier exploration mages, because they don't tire in the same way other mages do. Their fundamental limitation is their physical fitness, and that's much easier to improve than magical strength. Their disadvantages are more that they don't offer a lot of mass offense or defense, but if you're not protecting anyone else it's not a huge issue. They're one of the best 'go out and explore and kill things' school of magic that exists. For raw exploration and trading, Bladebound is great.
Fleshcrafters start as clerics and become more Tinker-like in the long term. If you're willing to be a little bit evil, you can make your subordinates horrifyingly powerful monsters (with limited lifespans - crafting flesh to last a long time is difficult and requires extensive experimentation), and if you're not you can generally pull together a pretty good party in the long-term. You can also reasonably go out and build your own weird town and level up subordinates to do your dirty work, spending most of your time and effort on your trustworthy lieutenants. It's an indirect magical speciality, but very powerful even outside of healing. The main disadvantage is that it takes more time than others, so you need to set up your stuff ahead of time. Fleshcrafter is good at everything bar Pit-diving, as long as you take time and effort to develop a retinue.
Tremorfeet are earth mages, part of what's called the Elemental Triad of earth, wind, and water. Essentially the three elements that can be manipulated en masse, though at the cost of precision and power at any given point. Wind is synergistically powerful (arrows being the obvious synergy, but there's airborne poisons from Vineweavers among other things as well), water is comparatively weak outside of rivers and lakes (though very powerful near them), and earth is very powerful in a logistical sense. Earth allows you to raise walls and buildings, dig huge trenches and set up avalanches as traps. It takes time to use, but it's a pretty powerful force to use against massed enemies. Tremorfeet are some of the best village-rulers, and city-defenders.