But they move at the speed they move at. In terms of how this changes your play as a mage, it just means you have to make sure you're not rushing ahead into unsafe areas because you're going to be the first to get hit, and you're probably not in a position to enjoy that much.
I'm not really disagreeing with you... I'm just saying that whether in terms of game mechanics or roleplaying, a delicate mage probably shouldn't be too far ahead of their bodyguard in any case. If it's a dangerous area, I stick close to my summons. If it's not dangerous, I just don't have them out.
It would be nice if we had permanent spells that didn't have to be recast constantly... but that's just that. I'm constantly resummoning, or recasting armor spells, or whatever. It's a pain, but that's the mechanic we have. I just stay safe and RP around it.

Yeah, but the point is I'm not in a designated "dangerous" area. Not a problem in a dungeon because it's a very linear path and I'm expecting dangerous stuff. But if I'm just out in the open, trying to find a path up a mountain or whatever, it gets annoying to have a sabre cat randomly jump in my face from the other side of a rock that his AI got him stuck behind and... instant death.
It's not a big problem or anything, it's a sort of minor annoyance/frustration. I just wish I could cast detect life for longer (either as a buff, or an "active effect" that slowly drains magicka) instead of draining my 450 magicka in like 5 seconds and not being able to sprint while I'm using it. If I could do that I would be a happy panda.