Actually I have won twice the Tower of Mastery victory. I play at Noble and I do consider moving to a higher difficulty, but I want to try all civs at the same difficulty first, just to have an opinion under equal terms on them.
And, I do play the Amurites by building many adepts and nodes, using the dispel magic provided by the metamagic mana to change my new spells as I will. I just have described different strategies to follow, to prove that Amurites are not weak as stated by some players, in regard with other civs.
In addition, as much Arcane focused as a civilization may wish to be, it surerly cannot disregard the rest of the army. IMHO, the strategy is depended on the type of the game you wish to play with a civ, and if you wish to play using exclusively arcane units its fine. Just be prepared for whatever the AI may throw at you, don't label the civ as weak, just because you want to neglet broader aspects of the game.
I like using magic, and I produce 2 - 3 adepts in every game, regardless the civ, because they are useful. If you do not have an Arcane trait, though, you cannot expect too much from the Arcane branch, unless you are adaptive, and can swich to Arcane at turn 200 or so(in a normal speed game), when it really counts.
Amurites are a fun civ to play if you want magic to play a serious part in your strategy, but mining is as crucial to Amurites as to any other civ. In fact, you need hammers to produce your units and buildings, so you need mines. This is a basic strategy. If you want a challenge, rush the Sorcery tech, but you will surerly have a difficult early game time, and you may need all the creativity you have to get out in one piece. I have done it, but I can not say the civ is weak because I wanted a challege.
"Well, ok, lets see what my adepts can do against those horsemen and bronze axemen until I can get sorcery and produce the mages that will fireball them away, considering the fact I can only build warriors and adepts until then"
If I fail, it does not mean Amurites are weak, it does mean I am not *that* good yet, so I have to revise my strategy.
I did the same with Calabim. Rushed to Feudalism, but I covered my rears by researching Octapus first. I did have a *difficult* early game, lost my capital twice to Bannor, had to revise my strategy and research horseback riding to counter the enemy temporarily by pillaging their roads and hindering their advance(Bannor had Dacius with commando promotion for free), etc... This does not make early Calabim weak, it proves that everything has a pron and a con.
Anyway, I believe that, anyway you choose to play it, it is fun. Amurites are not weaker than Balsheraphs or Calabim, they are just different. They exist so that people who like the style this civ encourages, like me, to be able to enjoy themselves.
Besides, I think that a reason the Amurite's AI is so weak is because, in any other case, the Amurites would have been unstoppable. The difficult part of programming AI is to balance it, the easy part is to make it unbeatable.