Totally disagree.
Even catapults and trebuchets would make "Annulments" unnecessary - except that they're purposefully trying to keep the architecture and the knowledge. They could have lobbed trebuchets ammunition across Lake Calenhad to destroy the tower without even thinking about whether or not a mage was going to toss a fireball.
Mages can't throw fireballs the same distance as ancient siege weaponry, forget anything as advanced as a cannon.
The Qunari dreadnought is painfully laughable in it's bombardment distance. That it comes anywhere near the shore is an indictment of the whole questline.
Remember, DA mages are nowhere near "wizards" (in fact, they're some of the mentally stupidest casters I've ever seen represented) and have none of the magic that make most fantasy wizards actually dangerous. They're really just medium range IEDs or mobile healbots (and healing magic is very difficult in real DA lore)
With "firearms", I was referring to handheld weapons. Siege weaponry and artillery are a different matter, but even then I still don't think their function makes them an equalizer per se. I just don't see many scenarios in which cannons and siege weaponry serve as an explicit counter to mages, no more or less than they "counter" anything else that lives and breathes. As you said, the context in which Annulments are carried out make artillery completely unsuitable in all but the most dire circumstances. Engagements that are specifically mage vs. nonmage don't really occur in settings where artillery can be effectively applied.
On the subject of range, the comics have depicted mages casting spells at ranges significantly further than what is possible in the games. There is also a codex on blood magic that also notes a specific battle in which a mage killed Dreadnought crewmembers from the shore. It is likely that mages have a longer effective range in the lore, or that Qunari guns have a shorter range than what was conventional for real-life cannons of the relevant period. Or it could be both.





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