This is kind of a null answer, because ultimately it is a composite of two things.
First, I want to echo SevenSidedDie’s excellent answer.
Then, I wanted to repeat my answer to another question about games for new groups, since a lot of your requirements are quite similar.
I will highlight some things, however:
I don’t think D&D 3.5 or its Pathfinder spin-off are a great fit
In both of these systems, magic is incredibly dominant. Since you want your team to be “Not all wizard,” this indicates to me that you want both magic-users and non-magical characters to be on a fairly even playing field, and this is not the case with “3.PF” as the systems are known. Furthermore, both are poor systems for new groups, as their rules are lengthy and convoluted, and more than a bit arbitrary. Many of the options presented as nominally equally valid are, in fact, quite disparate in power, leading to “traps” that none of you will have the knowledge to avoid.
Ultimately, however, these systems are definitely playable for a new group. Many people have started with them. And both have a ton of prewritten adventures, more than any other system most likely. I simply think there are better options.
D&D 4e might be a really good fit
4e is still fairly complicated, but its rules are much more consistent and coherent than 3.PF, and various options are much closer in power. Unfortunately, it does cost money, unlike basic 3.5 or all of Pathfinder (but then, those free offerings are notoriously difficult to learn from, since they are designed more as reference material for people who already know the game), but a simple subscription to Dungeons & Dragons Insider gives you access to everything in the system, and you only pay for it for as long as it actually interests you. You ultimately can get a lot for your money there.
And there are definitely a lot of prewritten modules for 4e. Probably not as many as 3.5 or Pathfinder (much less both combined), but definitely a lot.
Legend doesn’t have prewritten modules
I’d really love to recommend Legend, as it hits a lot of your desires very well, I think, but ultimately there simply are no prewritten modules for it at all. As a small, indie game, there’s also not nearly as much resources for it, either.
FATE is still an excellent suggestion
I haven’t read Risus, but FATE has a lot of options for taking character’s actions, even if they are not as tactical as D&D or similar. I don’t think it will let you down there, and there’s quite a lot of FATE material for you to work off of. Plus the system is fun, engaging, and reasonably easy to pick up (much easier than anything D&D-derived).
Conclusion
I like D&D 4e or FATE best for your group, for the reasons I’ve stated here and in my linked answer to the other question.