I've played multiple mages on multiple servers and platforms. There is no way that any of my mages we're getting an average of 75% of my skill max. If i was, i would of found that acceptable and never being it up out complain about it. The real problem with mages is the evades. Oh, and energy problems. Oh, and lack of armor. Oh, and needing to max 2 SKILLS ....JUST to get a third skill at an average of 75% efficiency which there is no way that is even remotely accurate to begin with.
Sorry for the late reply.
First, I will address the fact that you were not hitting an average of 75% (now 80%). This is, as you point out due to resists and evades. I tested on castle dummies because, even in one area, resists and evades change from mob to mob. The dummies are the only way to see the actual damage increases. That said, your average hit still goes up by 5% and your low hit up by 10%, from what you did before.
Next I will address the question of needing 2 non damage skills to get a full hit range on mobs at your level. This is a 2 part answer:
LURES: it is true that you need a maxed lure to hit full damage on a mob. Just as Rogues, Rangers, Warriors, and Druids need to cast a lure to get full damage... Wait... That's right, mages have all the lures! So you are in the only class that has a chance to hit 100% ever. Don't complain that you get better dmg than the rest.
ATTUNE: you are looking at attune as part of your max damage. It is not. It adds additional damage to the element of your choice. I have rings and braces that add direct damage as well, they are not part of my ice shard's max damage, they add to it. It is like a Ranger complaining that Sharpen Weapons needs points to add damage to their Auto. It is additional damage.
Generally, if a rogue is not present at a boss kill, or they are busy with adds, who gets the kill? Mages. We are very high DPS, and this update added more to our DPS. I was just explaining how much more.