Thank you so much, this is the first anybody's told me they actually ran one of my games, so this means the world to me.
Your critique of Engineers is also greatly appreciated, and a good reminder that outside eyes are always a good thing when designing a game.
The intended balance with Engineers is that their goggles allow them to access The Sight at all times without using a device, the tradeoff being that their devices require planning, while Magiturges can improvise their spells, but accessing The Sight takes up one of their ongoing spell slots.
So their intended advantage is being able to access The Sight without using one of their devices. Magiturges are also limited to using elemental effects, while Engineer devices don't have that requirement; however, re-reading the text, that's not something that is clear or indicated. And it doesn't address the fact that they also can't interact with spirits, which is a very good point, and one I think I let slip by me.
The other aspect I was thinking about with Engineers is their Specializations, which allow them to access technology in a way that Magiturges cannot, making their lack of spirit interaction less important in the long run. However, they key phrase there is "in the long run", and it completely ignores one-shots or shorter games. It also presupposes that players will take specific talents, which is always a bad plan; game design should never require a specific choice to be made, or else there's no real choice.
I have some ideas for balancing this out a bit, but I'm gonna take some time to readjust things and try to make the two vocations feel less uneven. Thank you very much for your feedback; while you're correct that this was a game created within a short jam window, I really liked making it, and I want it to be a game I can be proud of :)