I couldn't choose many 4E spells because very few were listed; but I did choose "Lance of Faith" and "Sacred Flame" for the Cleric. I would have chosen "Freezing Burst" for the Wizard if I had seen it. (If it was there, I missed it.)
More low-level spells are iconic than we were allowed to select at those low levels. I would have marked many more 0-Level and 1-Level spells if I had had the chance.
Buff spells such as "Cat's Grace" probably won't be included in 5E due to the flatter math, so I didn't mark any.
I chose not to select favorite spells that would work as Rituals instead, such as "Comprehend Language." I still would like such spells to be included; but I had to limit the choices, and the "would-work-as-a-ritual" factor introduced a systematic bias into my answers.
Some of the spells were mis-leveled. I think they meant to do that, but that is a bad way to formulate control questions, IMHO, and may well warp the results of the poll.
Actually, I'd love to see a return of these buff spells as something other than boring stat boosters.
I haven't gotten good ideas for all, but here are some:
Cat's Grace
Duration: 24 hours (see also text)
The target gains advantage on checks to climb and sneak, and takes only half damage from falls. The character can end the spell voluntarily as a reaction when he is hit by an attack, taking only half damage from the attack.
Bull's Strenth
Duration: 24 hours (see also text)
The target gains advantage on any checks to force open a door, or to push or pull something. He can carry twice his normal load in weight. The character can end the spell voluntary as part of a melee attack to inflict 1d10 extra damage.
Camel's Endurance (Bear doesn't really make sense, does it?)
Duration: 24 hours (see also text)
The spell provides enough sustenance in food and water for one day to the target. During this time, the target has advantage on all checks to resist strenous activity and he does not tire, even if he doesn't get to sleep.The character can end the spell voluntarily when spending a hit die to immediately regain that hit die.
Fox Cunning
Duration: 24 hours (see also text)
The character gains advantage on all knowledge related and information gathering checks. The character can voluntarily end the spell to reroll a single failed knowledge check.
Owl's Wisdom
Duration: 24 hours (see also text)
The character gains advantage on an checks to read people and notice or observe things. The character can voluntarily end the spell to reroll a single failed check.
Eagle's Splendor
Duration: 24 hours (see also text)
The character gains advantage on all social interaction checks. The character can voluntarily end the spell to reroll a single failed check.
I choose the duration of 24 hours because I am lazy and don't want to track the minituaes of time in my campaigns. The duration in combination with the effects may necessitate a higher level than normal. Or we reduce the effect (say, only 3 times in the duration the character has advantage for an appropriate check.)