@LostDestiny When it comes to magic in Golem's Hand it's regarded as a tool to enhance the abilities of the wizard. The reason Takeover magic doesn't fit with Golem's philosophy is that it's a magic that gives the user abilities they don't naturally have.
Some examples to give you a better understanding.
A mage who uses bow magic. The mage isn't dangerous because of the magic he employs but because of his skill as a marksman. While he may use different bows with different affects, ultimately without those special powers he's still threat.
Basically, Golem expects their wizards to not be wholly dependent on magic to fight, whether that takes form in hand-to-hand combat skill, strategic fighting, or even just being knowledge in certain fields that can turn a fight in your favor.
Another example is a character we had the last go around of this RP. She used Plant Magic. At first I was skeptical about allowing her into Golem's Hand but reading over the CS I found what made her fit. The characters personality described her as a plant lover and her history gave her a deep knowledge about all sorts of plant life. With that in mind it's no longer the magic makes her a threat but her knowledge of the things she could summon with that magic. Plant life that act in different ways with different effects. With the knowledge she gained from her love of plants she makes her magic more powerful.
As I've said, the wizard should power the magic not the magic powering the wizard.
So in the end it comes down to the magic you choose and how the character adds to it. Hope this helps.