I have played NWN2. "Wild mage" is a 2nd ed mage kit where magic doesn't do exactly what you tell it to all the time. There is no "personality". Qara is a sorceress. That's a 3rd ed *class* that doesn't study spells and just casts X number per day. The spells do exactly what they want them to with no element of randomness.
"Wild Mage" was a character concept that originated in the Forgotten Realms fantasy novel called "Wild Magic". Within the confines of the story, it designated a Wizard that derived their magic ability not from studying, but rather from innate ability and an affinity to Nature. This sounds remarkably like a Sorcerer to me. You can look it up on either the Wizards of the coast site or on any of the Forgotten Realms Wiki sites. Or order the book on Amazon and actually READ something.
Either way, it was a character concept long before it was a game mechanic. And it continues to be a character concept and template long after 2nd edition went by the way side. I also wouldn't doubt that the concept for the game mechanic of Sorcerer was probably based at least in part on "Wild Mage".
Qara was designed as a Sorceress not fully in control of her magic ability. And prone to magical excess. Sounds pretty much like a wizard unable to control their magic, at least in concept.
People like you really need to understand that the DnD rules are intended to be guidelines for a role playing environment. Not absolute iron clad mechanics sans originality, imagination or conceptual license. Any given character is more than a sum of their class, race and level. They are Concept and originality and in some cases iconization or mimicry.
The preface of the Dungeon Masters Guide (way back in the day) actually starts off with "The rules contained herein are intended to be a guideline and nothing more." or words to that effect (I would dig out my old copy, but am not sure where it is at the moment). but the sentiment remains the same. Gary Gygax and Frank Mentzer would both agree. In fact they did when I saw them at a convention way back in the day.
When you shoehorn concepts into rigid tiny little boxes, you utterly miss out on the wonder and Majesty that is Role Playing Gaming.
You are just incorrect about your whole premise of "wild mage personality". You've found two female magic users in D&D based games that you find to have similar personalities (in games 6 years apart), and are trying to build a framework around it to make a "trend" where nothing exists.
I'm not wrong because I am not making a serious point. I was making a JOKE. If you had an imagination to speak of, you might understand that.