Well I rolled up a Shield Dwarf Wizard with Str 17; Sex 14; Con 17; Int 8; Wis 8; Cha 10 and didn't even make it off the ship alive. Couldn't sneak up on anything by Hiding, Casting Mage Hand, making sure I was hidden, sending the hand in and *boom* it was always spotted and combat started. If it was hit once it would vanish. Certainly nothing that would help a weak Wizard survive.
To add insult to injury (Spoiler below):
When I got to the Helm each round I moved each char as far as I could to the tentacled control thingy then used it's action to attack Imps to keep the path clear. It was the quickest run to the control pod I've made so far but unfortunately Commander Z killed the last mind flayer then made short work of me one turn before Lae'Zel twanged the tentacles. First time the battle between Commander Z and the mind flayer ended "early" although it's been close before. That may need some tweaking.
So the shove/toss mechanic doesn't make up for the weakness of Wizards as far as I can tell. If I could actually sneak up on the enemy it might have been different.
What, if anything, boosts spell resistance? Maybe Mage Armour could boost Spell Resistance so that enemies couldn't so effectively use Sleep against Wizards. Gale usually hits the ground, snoozing, before he can do anything useful and too often stays asleep through the whole battle. If Wizards weren't taken out of the fight so quickly they'd probably fair better.
So I agree that Wizards are underpowered and would add that I feel a lot of the battles are overpowered in favor of the enemy.