I wouldn't mind seeing the ward skills for the mage affect companions and summons, maybe only after a second or third point investment or half effect for them, etc. It's reasonable to assume that with arcane training, a mage could project an aura of resistance.
Even if it doesn't affect companions, it would be really helpful (and realistic) to affect summons. That could help us make up for inherent elemental weaknesses and inability to equip them by allowing Earth Elementals to benefit from toxic resistance, fire benefit from ice, etc. It wouldn't cut out the weaknesses completely--it might not even bring them out of the negative--but it would help keep summons effective in later game. Iron Golem (15) with Summoner III (+3) is pretty good, but once you're facing endgame enemies, that's going to drop off pretty quickly.
Another possibility would be for Mage Armor to affect the party, even with reduced effect, once certain levels of Mage Barrier are met (similar to the Cleric's Battle Prayer).
Even if it doesn't affect companions, it would be really helpful (and realistic) to affect summons. That could help us make up for inherent elemental weaknesses and inability to equip them by allowing Earth Elementals to benefit from toxic resistance, fire benefit from ice, etc. It wouldn't cut out the weaknesses completely--it might not even bring them out of the negative--but it would help keep summons effective in later game. Iron Golem (15) with Summoner III (+3) is pretty good, but once you're facing endgame enemies, that's going to drop off pretty quickly.
Another possibility would be for Mage Armor to affect the party, even with reduced effect, once certain levels of Mage Barrier are met (similar to the Cleric's Battle Prayer).