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Having a shield and a decent Block skill makes life tougher on Archers. You'll get to a point where Archers will think you're Neo.
Bows can become pretty good, as you acquire gear you can enchant. Using a Light Bow takes advantage of Light Weapons, as well as the reverse for Heavy Weapons. So, placing Light/Heavy Weapons on armor pieces instead of held weapons (so holding the bow stacks the bonuses) is legit. The Bow will never hit harder than Dual Wielding but it softens things up pretty well as they approach. You'll never feel like you're playing Skyrim with a bow, assassinating everything while sneaking.
Not sure if this issue also exists in the DLC, since I haven't gotten that far yet.
Starting as Derth is definitely best option if you want much easier time tanking magic damage early on. Later on you will have better access to Resist Magic potions, Resist Magic and Magic Immunity spells.
Yeah carrying around a few wands is always a good investment. Even as a battlemage (leaning towards attack magic over weapons, but with high heavy armor and block skill) I always carry a wand of create food, recall, cure wounds and drain magic.
One thing I've noticed about this game is that just like in TES you generally want to diversify somewhat. The game has a lot of low-requirement support spells that can make your life a lot easier. Healing, protection, mind, and environment magics are all invaluable and investing in at least one or two of these is a life-saver. Spells to heal and cure diseases, spells to pacify, weaken, or paralyze enemies, spells to diminish damage taken, and spells to enchant, recharge wands, set teleport points, etc. Even if you are 100% melee it is nice to have something like a wand of drain mana, paralysis, calm, and lightning storm on you, and just enough mana to cast recharge wand.