Well nobody has chimed in with responses to this, which is unfortunate since I made sure to include two expansions again that should be fully playable on JCZ. Nonetheless, I have played this pair through a 2-player game and found them so non-interactory that I ended up adding a new answer option to the poll! I'll be sure to add this option to future and previous polls as well, in case you find that the elements/expansions don't interact at all.
In any case, I forgot that Wheel of Fortune AND Mage & Witch don't scale especially well to 2-players. The Wheel really thrives when it's hard to claim points on the board so you're willing to take a gamble elsewhere. That being said, we did both gamble a few times, with me getting one meeple stuck on the Wheel at game end, but nothing really significant came from the gambling. It was usually only done in those rare turns where there are still a lot of meeples in the supply and nothing much to do on the board. Mage & Witch also doesn't work well with so few players because they really rely on the "take-that" mechanic of the Witch to counter the "Yes please!" bonus of the Mage. For the first six M&W tile draws, only the Mage was moved. For the seventh, I decided to be mean and I moved the Witch onto my opponent's Road. She ended up leaving it there and taking the Mage when she drew the last M&W tile because she could make a small fortune on a City she had just completed with said tile. It was a smart move that only lost her three points (from the Witch) but gained her around 6 points (from the Mage bonus). We were a bit disappointed to find that neither element really impacted in any significant way on the other and the Wheel really divided the board between us. Only a few times did we cross over the Wheel to claim a feature or disrupt an opponent's feature. Most of the game we stuck to our own sides.
Anybody else give this combination a go?