
Stuart cited a rules concept from the Burning Wheel role-playing game in which each character has a handful of these standard operating procedures, and that got me thinking.
Some have argued that Read Magic should either be dropped from the game or assumed to be a "free" spell that requires no resources to be expended; in essence, the ability to read magic is built in to every wizard because it's integral to the functioning of the class. Based on that, it makes sense that if wizards are known to be such fragile things then Mage Armour would also be something every one of them is taught as a basic skill.
This goes further than Stuart's request for his wizard; it's not just a SOP for one character, but a feature for the entire class. Yes, it feels a bit strange for the softest class in the game to change and become, by default, tough as old boots, but it makes sense.
(I thought 13th Age did this, because it's the sort of thing 13th Age does, but to my surprise it's not in there. 13th Age wizards can choose an ability that gives them the equivalent of Mage Armour as an additional, automatic, effect when casting other spells, but it's not quite the same.)
It's the sort of thing that would upset D&D purists but I like it.