Magic in Sci-Fi, when done right, can be incredible, yeah. But I don't think it has any place in Starbase's extremely mechanical, robotic, and engineering-focused take on the genre. In a game where even the players themselves are engineered machines made up of devices, and the core focus is on well-designed ships made with clear logic and... mostly realistic functions/patterns, magic would probably look out of place and very likely mess up the dynamic. No point in using tripods or other weapons when you can shoot fire out of your fingertips. No point in creating convenient ways to transport heavy objects by hand when you can move them with your mind, or to use tools to remove parts from ships when you can rip them off telekinetically.
What magic would work in Starbase, anyway? Pyromancy would be odd, since there's not exactly much air nor much flammable, but there is supposed to be a flamethrower weapon down the road, so I guess that problem is already solved... but then, how do you introduce pyromancy without making the flamer irrelevant? Necromancy would be useless, since everything is a robot so there's nothing to raise. Ice would either be really underpowered (machinery could easily break through light ice or completely ignore the cold, given everyone already lives in the cold vacuum of space) or overpowered (completely freezing things is never fun in a PvP environment, since it basically tells the target they arent'y allowed to play anymore until the freeze debuff wears off), etc etc. Everything either makes something else irrelevant, makes something else to easy to ignore/defeat/solve, or wouldn't work at all. It certainly wouldn't fix any of the problems with keeping players around either; people need more core content and big gameplay loops, adding more things to play with without anything to use them with won't help much in the long term. Probably better to stick to some good old sufficiently advanced technology for our "magic" here.