People forget, that anyone can add Sanctified or Corrupted spells to ANY spell list, so trotting out those spells as an advantage for any spell list is kinda silly.
Charm Person: Makes one person your friend.
While touted as a Save-or-Suck, it's really a non-combat spell. In combat the addition +4 penalty tends to skew things.
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Okay save or suck.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Hypnotism: Fascinates 2d4 HD worth of creatures.
Okay save or suck.
Mage Armor: Gives subject +4 armor bonus.
Nice buff
Obscuring Mist: Fog surrounds you.
Nice Battlefield control spell.
Rouse: Awakens creatures in area.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Good save or suck, but quickly becomes long in the teeth.
Undetectable Alignment: Conceals alignment for 24 hours.
Whelm: Deal 1d6 non-lethal damage +1d6/2 levels above 1st (max 5d6).
Okay attack, but useless against undead.
We have a nice spread of spells, but they seem to focus on handling low HD critters and humanoids. Very quickly this will get left behind as spells that get trotted out when you run out of other options.
Accuracy: Doubles weapon’s range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone: Gain +6 Str and natural slam attack.
Getting more attacks is nice. As pointed out elsewhere, makes you better at being a barbarian then a barbarian.
Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
Never miss, no SR, no ST attack. Nuff said.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Never miss, no ST attack, SR okay. Great for delivering fun metamagic feats like, fell drain, that sort of thing.
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Touch attack, no SR, no ST. remains useful for quite some time.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
And now your true Strike Never misses.
The warmage's first level spells are from the list of spells I would consider making a mailman from.
Blinding Color Surge: Blind subject for 1 round, gain invisibility.
Blur: Attacks miss subject 20% of the time.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows listening to surface thoughts.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
See Invisibility: Reveals invisible creatures or objects.
Silence: Negates sound in 20-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Stay the Hand: Change subject creature’s attitude to helpful for 1 round.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
Whelming Blast: 15-foot cone deals 1d6 non-lethal damage/2 levels (max 5d6).
I'll avoid the breakdown this time and just sum up. We're moving into Illusions, Will Dependant save-or-suck, and the one gem, Touch of idiocy. Ability damage can really ruin someone's day, especially if you are able to choose what kind. Alas, without some sort of follow up, you can never take someone below 1, so it becomes a spellcaster debuf, and less a save-or-die. The bebuiler is clearly focuing on avoiding combat and being a combat stopper, but the beguiler is dependent on having friends or avoid combat entirely. With charm person you can get those friends.
Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame: Makes a permanent, heatless torch.
Fire Trap: Opened object deals 1d4 +1/level fire damage.
Fireburst: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.- radius burst.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Warmage brings the pain. Scorching ray breaks the 1d6/level barrier, Whirling blade hits everyone in a 60' line (if anything was begging for a sculpting rod, it's this spell), Fireburst can be sculpted into fireball and break the 1d6/level barrier. While the warmage is stuck with mailman spells, The warmage lends itself well to using metamagic to becoming very useful. A fist of stone, a true Strike, and a sculpting rod makes sure that you can choose your area and hit everyone in it. A warmage with a few rounds could easily end an encounter by dropping everyone. Add in Greater Cleave (it IS a melee attack, folks), suddenly our warmage has a half dozen extra attacks. Unlike Whirling or Whirlwind attack, there is no limit on cleave attacks afterwards.
As a side note, as a DM I hate this spell, 2nd level? Seriously? BROKEN.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Halt: Subject’s feet become stuck to ground.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hesitate: Force subject to lose actions.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inevitable Defeat: Subject takes 3d6 non-lethal damage/ round.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection: Hides subject from divination, scrying.
Slow: One subject/level takes only one action/round, –2 to AC and attack rolls.
Suggestion: Compels subject to follow stated course of action.
Vertigo Field: Creatures have 20% miss chance and possibly become nauseated.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
Okay scrying, improved sleep, glibness rocks, haste buff, save or suck hold person. Damage over Time sucks ass. Group invisibility and nondetection makes for sneaky sneakies. Slow is a nice debuff. Suggestion can be very useful. Again, we are relying on will based save or sucks, but our ability to control events outside of combat is amazing. Glibness is just awesome, add suggestion and charm person, you can have a small army of loyal flunkies to act as a meat shield. Here's the thing, get this guy alone and out numbered, He's better off running and then trying to pick his enemies off one at a time.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Oh, I was having such high hopes for Warmage. I suppose Whirling Blade is enough, eh? Fireball, ice Storm, Lightning Bolt, Blah Blah Blah. Poison ain't bad. Oh. Now I get it. You use poison with Whirling Blade. Get a weapon with assassination, Cast poison, your weapon absorbs the 1d10 con poison, you whirling blade and go for the touch attack, everyone in the area gets 1d10 poison. Well played warmage. Well played.
Ring of blades is an okay damage shield, and with a liberal DM you could sculpt it without killing yourself. Seems neat but a waste of time in my opinion. Fell drain Whirling blade with Easy Metamagic seems like a much better use for my 3rd level spots. I mean, I'm going to buff up my blade into all sorts of sick disgusting configuations and slather poison on it like lotion on a baby's rash covered ass. Whirling blade spreads out dose of poison to every target. I can't see why you would not cast it EVERY SINGLE ROUND. It never gets old.
Oh, and stinking cloud has to be one of my favorate battlefield spells. Combined with sleet stor, you can shut a group down and keep them shut down, trapped inside a fart. When does that ever get old?
CONCLUSION
Out of combat, Beguiler is a clear winner. For the RPer and long term plotter who wants to raise an army, it's a great class. However, it is heavily dependent on your campaign. For example, in my campaign, people who charm person too much, will wind up arrested. When playing a module like Rapan Athak, a straight up dungeon crawl, you are going to have to think fast and constantly. You will be dependant on your fellow party members as you buff them and they finish off your enemies for you.
The warmage's method of making friends is, "Do as I say or I will murder you." The warmage has some nasty combos that let him do what a barbarian/fighter is supposed to do ten times better then them. He can deal out unstoppable damage, and unlike the Beguiler, he really can put metamagic feats to good use. He's got battlefield control. The warmage has force multipliers. When he starts picking up magical equipment or alchemy or poison, he can take it to a whole new level, whereas the beguiler progresses in a linear fashion when you start handing out combat equipment.
Who's better? Alas, I have to say it depends on the campaign/DM. Playing with me, you are far better off with the Warmage. Not because I like them more, but because my NPCs are intelligent. The mooks carry sacks of flour to find invisible people. The mooks have code phrases they use. The mooks check to see if the co-workers are too happy.
My BBEGs read the Evil Overlord List.
If your DM plays NPCs in a vacuum and they don't learn, then Charm Person/Suggestion will allow you to move from encounter to encounter, always winning as you use the same trick over and over.
Note, I'm not saying I'm better then any other DMs. I simply have a much more vicious group of players then most. If I don't crank it up to 11, the mooks aren't even speed bumps. Since the players use obscure tricks, so do the NPCs. Your DM might be running in a setting where each village is semi-isolated. In mine, Bards wander the country side and act as Adventuring party "agents" trying to line up the next "gig". The average commoner in my campaign is much more "worldly" then your average real world Dark-Ages Commoner.
So to propery compare, you have to consider the setting. Are you in a big city? Are the NPCs used to wizards charming people all the time? Is invisibility Illegal? Well, A beguiler might have problems in Sharn. A warmage on the other hand would be a superstar, well sought after by mercenaries and very popular when he starts racking up a body count.
On the other hand, wandering the countryside away from civilization, The Beguiler is going to start accumulating friends very quickly. A warmage can only be a warlord as far as line of sight, but a beguiler could carve a nation out of chaos.
So, to sum up:
City Setting: It's a push.
Dungeon Crawl: Warmage.
Lawless anarchy: Beguiler.