Maybe?
I think for the setting, every player should write down 1-3 tidbits for stuff about the settings they'd like so, with explanations as to why they make sense etc, and then we compile them. If everyone adds something, already the setting becomes rather fleshed out.
a) Anti-magic fields, like IRIS already used them years ago have become relatively common, if expensive. The government uses them to cover most public areas and buildings, but private corporations, like banks, can also obtain licenses to protect their buildings from magic. Vigilantism is less and less tolerated, especialy if the magic used for it is harmful. Private companies need a license for anti-magic fields, and need to respect whitelists. Many magic communites are protesting against the fields quite regularly.
b) All magic users need to be registered, and if they want to use their magic in public, they need a license, so they can be whitelisted from the anti-magic fields. Get caught magicing in public without a license, and the punishment depends mostly on what you were doing, but is usualy handled demonstratively strict, to get the message across. Get caught without being registered at all and trouble awaits. These licenses require both a psychological evaluation and proof that you have your ability under controle.
c) There is a bit of tension going on in business, where magic simply out-performs traditional craft. A good example would be healers for example, who can deal with so many things within minutes and with little problem where traditional medicine has great trouble. However as medical magic services vary a LOT in quality, most insurance companies don't pay for them, making that kinda stuff something for the rich - further increasing tension. Meanwhile traditional doctors earn less and less, despite having spent so much time and money on education. Similar developments can be seen in many branches of business.