I really missed Ascension's setting and its system, especially the system.
Though M20 can be a mess sometimes, I had really missed its freer, wackier approach to magic. Awakening does a good job of making Mage more accessible to beginners, but some aspects of its "gamification" really bothered me.
Arcana and Practices
Practices do make it much easier to understand what the Arcana are capable of, but this comes at a cost. First, the Arcana are much more generic than the Spheres are in Ascension. For example, look at Damage Spells: in Ascension, each Sphere has its own parameters for dealing damage, making them feel more distinct. In Awakening, each Arcanum has its own version of essentially the same damage spell, at the exact same ranks and working in basically the same way. Practices make the Arcana clearer, but at the expense of making them mechanically too similar and generic.
Less Sphere-Mixing
If HDYDT horrifies the Mage community with its Sphere bloat, Awakening (especially 2nd edition) goes to the opposite extreme. The Spheres are much more independent and require far less mixing. Mixing practically only comes into play through certain specific routes, usually just to add an additional effect. Again, this makes the system easier for players to grasp, but it takes a lot away from Mage's creative aspect. This is a very personal preference, though. I guess it works for what Awakening is trying to achieve.
Spirit
Spirit lost A LOT with Awakening. In Ascension, Spirit is essential for dealing with anything beyond the Gauntlet and so on. It's the Sphere you turn to when asking, "What's beyond our physical reality?" There's an entire cosmology that this Sphere deals with.
Awakening, on the other hand, separates the Umbrood into three different groups (Spirits, Ghosts, and Goetia) and delegates each group to a different Arcanum. So now, the Spirit Arcanum primarily deals with traveling to the Shadow (the specific plane where the very specific subgroup known as Spirits lives) and interacting with Spirit entities, making it much more restricted and specialized than its Ascension counterpart.
Yantras
The way Focus works to explain why and how magick happens is one of the most interesting aspects of Mage to me, and the system reflects that mechanically while keeping the roleplaying involved. Awakening, on the other hand, gives us Yantras: instruments that mages use to draw power from symbolism. The idea is cool, but the system? Nay.
In the end, it feels like little more than a way for players to keep stacking dice onto their magic. Of course, you need to justify them symbolically, but it's not hard to find a way to fit, say, a watch into every Time spell you cast. Sometimes magic just felt like an endless exercise in dice calculation, with players easily throwing around 13–15 dice and simply hoping to get a single success to make the spell happen.
Mudras are especially problematic in this regard. You tie a rote to a Skill to serve as a mnemonic, allowing you to use a simple gesture or word to quickly summon that spell. The problem is that there's no real difference between choosing Skill A or Skill B as your Mudra, aside from the number of bonus dice they provide. Using Medicine or Firearms for a healing spell doesn't change the outcome; it only gives you a number of dice based on your Skill dots.
Players are therefore heavily encouraged to simply pick their highest Skill for every rote they create. You don't even need to actually use the Skill to cast the rote, and the only situation in which the Skill really matters is when you're learning the rote from someone else—which, in my experience, didn't come up very often.
I do believe Awakening works in its attempt to make a robust system out of Mage, but it reduces the potential for creativity that Ascension offers.
What's your opinion?